From 701fb8c8d168889bba65b2ffcb0d67b6da92b7b8 Mon Sep 17 00:00:00 2001 From: Philipp Geyer Date: Wed, 26 Jan 2022 19:41:31 +0000 Subject: Fixing some things after proof reading --- cv/boz.org | 2 +- cv/doodle.org | 3 +-- cv/ghl.org | 2 +- cv/jumanji.org | 8 ++++---- cv/lara.org | 6 +++--- cv/vikings.org | 4 ++-- 6 files changed, 12 insertions(+), 13 deletions(-) (limited to 'cv') diff --git a/cv/boz.org b/cv/boz.org index b4e064a..afa4587 100644 --- a/cv/boz.org +++ b/cv/boz.org @@ -8,7 +8,7 @@ Light]], we were working to recreate a console and PC title on mobile. The studio had previously already worked on Call of Duty: World at War Zombies, so we begun with that project as a start. -Given the amount of UI that I had done on previous projects, I +Given the amount of UI work that I had done on previous projects, I requested to work on other things as well. As such, I had a bit more experience on this game, working with all the different systems. This included writing a lot more set piece scenarios, as well as diff --git a/cv/doodle.org b/cv/doodle.org index 035a15e..0cd2de2 100644 --- a/cv/doodle.org +++ b/cv/doodle.org @@ -5,8 +5,7 @@ This project was already well in development by the time I joined the studio. One of my initial tasks was to do a review of the codebase and -suggest improvements. From there, I implemented a few changes, and -refactored a bit. +suggest improvements. The immediate issue was performance, there were several systems in the game which caused significant issues in both editor and runtime diff --git a/cv/ghl.org b/cv/ghl.org index 744bbef..6829ec1 100644 --- a/cv/ghl.org +++ b/cv/ghl.org @@ -16,7 +16,7 @@ the PS3 though. The development time on the game was sometimes not the easiest, with ubiquitous crunch rearing its head, as well as a plethora of bugs, which were complicated by the multiple platforms, online capabilities, -and peripherals, but I feel I learned a lot from the experience, and +and peripherals - but I feel I learned a lot from the experience, and really enjoyed it. [[url_for_img:static,file=images/cv/pexels-photo-7886380.jpeg][Photo by Mikhail Nilov from Pexels]] diff --git a/cv/jumanji.org b/cv/jumanji.org index 59b6f07..72ee51f 100644 --- a/cv/jumanji.org +++ b/cv/jumanji.org @@ -8,15 +8,15 @@ the game to run on Nintendo Switch. Prior to this it had only been tested on PC, and on Sony PS4. As such, it took a good deal of optimisation to run at anything resembling a reasonable framerate. This involved playing around with the Unreal profiling -tools, as well as write some profiling systems myself, and liasing +tools, as well as writing some profiling systems myself, and liaising with, usually artists, to get compromises working which would be acceptable as a final product. I didn't find myself doing too much feature work on Jumanji, unfortunately, as a lot of my time was spent managing the team, -liasing with art and design to make sure they got what they got, when -they needed it, and what little time I did get, was mostly spent -optimising performance, and bug fixing. +liaising with art and design to make sure they got what they wanted, when +they needed it, and what little time I did get was mostly spent +optimising performance and bug fixing. This project was a first for me in many ways, including the first time I used Unreal's Blueprints properly, and the first time that I was diff --git a/cv/lara.org b/cv/lara.org index 1b6a84a..211e54c 100644 --- a/cv/lara.org +++ b/cv/lara.org @@ -8,14 +8,14 @@ game originally made for PC and console. My first project while at Ideaworks Game Studio, was to work on a recreation of this game for mobile platforms. -The game was written with in house tech, in C++. We had access to +The game was written with in-house tech, in C++. We had access to console game assets, but we created mobile optimised assets for use in the game. -My work in the game involved implementing game systems for setpiece +My work in the game involved implementing systems for setpiece objects, multiplayer programming, and setting up an extensible UI system. -We were using an in house UI solution, which used a C-style layout +We were using an in-house UI solution, which used a C-style layout language. One of my main jobs was to work with this system, making custom widgets, as well as a library of reusable components with which we could quickly develop the UI, and share resources between diff --git a/cv/vikings.org b/cv/vikings.org index 4a5c61f..ca0218b 100644 --- a/cv/vikings.org +++ b/cv/vikings.org @@ -3,7 +3,7 @@ [[url_for_img:static,file=images/cv/pexels-photo-5023698.jpeg][Photo by Erik Mclean from Pexels]] -This was a project that interested me greatly. It was a tie in with +This was a project that interested me greatly. It was a tie-in with the Netflix series of the same name. Unfortunately I inherited a project that had come from a previous design iteration, so while we had some work to begin with, a large amount of it had to be restarted. @@ -34,7 +34,7 @@ especially for animation, so that we had a reliable way to get high quality animations importing correctly. The final thing that I did was migrate the project from an aging -Subversion system running in house to a cloud based git project. This +Subversion system running in-house to a cloud based git repository. This was primarily because we were working across multiple studios and I felt this was the most reliable way to be able to run the project smoothly. I provided training and support for those unfamiliar with -- cgit v1.2.3-70-g09d2