english | german

Experience

Tech -knowledge

Showreel - Shader/Graphic Work

Unreal Engine, C++, C#, Shader & Graphics-Programming, Gameplay-Coding, Engine-Development, Physics, VFX

Resources

Point Cloud Demo - Galaxy

Point Cloud Demo - Physics

CV as pdf

Die unbeschriebene Welt  site / amazon

2048 Apex Android App  free / premium

Point Cloud Kit for Unreal - Epic Marketplace

Tomorrow Falls - DPS-Games - Unreal Engine 4

2021- 2023  |  Senior-Graphics-Coder | DPS-Games (Wargaming UK)

At DPS-Games I developed countless shaders and effects for Tomorrow Falls on all kinds of areas (Landscape, Environment, Characters, Vehicle, FX). Some of them were done in shader, for others I implemented/maintained a code framework. Some features I was working on: Interior Cube Mapping, Water (Shader, Waves, Interaction), Foliage (Wind, Interaction), Character (Hair, Skin, Cloth),  Ice Shader, Parallax Shader, Landscape up to 12 Layers, Runtime Virtual Texture, Imposter-System.

  

My Home-Office Setup:

Ultra Wide 5120x1440 Monitor + second 2K Monitor

Wacom Intuos 3

Asus Strix Laptop as a secondary PC

1000 Mbit Internet

Whiteboard

Keyboard Logitech G513

 

RTS - Unreal Engine 4

2020- 2021  |  Senior-Engineer | Wargaming

2020 - 2021 I was working for Wargaming on an unannounced project. The project was done in Unreal Engine 4 with a very small team. For the first time, I gained experience working on an RTS game with Unreal, which had different challenges to solve (several Units instead of one main Pawn, Camera handling, Pathfinding, Outlining-HUD-FX, Fog of War). Unfortunately, most of it is still under NDA.

Simulation - Unreal Engine 4 / Unity / ROS

2019- 2020  |  Senior-Engineer | Vay

2019 - 2020 I worked with Vay on Automobile-Simulations. For their Tele Driving-Platform they needed a Simulations-Framework, which was set up by Unreal Engine 4, Carla, Unity3D and ROS.

Point Cloud Kit Unreal Engine 4 - Plugin

As a side project, I’ve been working on a Point-Cloud render plugin for Unreal Engine. I build a framework where you can animate Points within a material shader (Location as well as Color). Particles are based on GPU which means a huge amount of Points can be rendered (up to 1 million). The Plugin is out on Epics Marketplace:  Point Cloud Kit for Unreal

 

LiDAR Unreal Engine 4 - Plugin

2019- 2020  |  Freelancer - Unreal Engineer

2018  |  Freelancer - Unreal Engineer | RealSynth

Working as a freelance for the startup company RealSynth, I could put my expertise with the Unreal Engine to use. I developed a LiDAR simulation Actor as a Plugin. The LiDAR system can be connected to ROS (Robot Operating System). Using simulated environments for AI training instead of going outdoor in the field for every single integration step, shortens the AI development time drastically. The LiDAR Actor can be set up for different resolutions and types (FOV, AngularRes, Noise, FPS).

Every detected hit of all the beams will be shown in the editor in real-time as a point cloud. The color of the points (also data for ROS) can contain the segmentation ID (to mark objects for validation) or intensity values. As part of my work for RealSynth, I was also implementing an Unreal-Plugin for Phabmacs, a Traffic-Simulation system developed by the Fraunhofer Institute.

2048 Apex - Android

2018  |  Freelancer - Game Engineer

Simply out of interest and by playing around with Android Studio I developed (~5 months) an arcade version of the famous 2048 Tile pushing game. In the main mode of 2048 Apex you have to gain Stars, but to get them you have to make thoughtful moves. It got more and more features: 3 game modes, 46 Challenges, hexagonal board, user Seed, color themes, landscape and portrait support, tablet support, and leader-boards. I love working with Android Studio, it is an amazing powerful IDE. Playstore: Free / Premium.

Dreadnought - Unreal Engine 4

2012-2017  |  Game Engineer | Yager-Development

Starting in 2012 as a Prototype, with a very small team, we laid the foundations for the Free-To-Play game Dreadnought. For a while, we were struggling with the flight controls until I was adding a movement system that was based on physics forces combined with a WASD-shooter-like control schema, which made Dreadnought easily accessible for everyone. To visualize the damage on the ships persistently I integrated a Hit-Mask for impacts, based on the Unreal Engine 3 implementation but much more powerful: Impacts can have glowing edges and special repairing effects. I was responsible for the weapon system, which had to be replicated to the server for validation. A ship can hold up to ten or more weapons per group and with 16 ships in a battle, the amount of replication and the performance hit with all the projectiles was a challenge. I also did a lot of Gameplay coding for the different game modes and improved the Gamepad controls for PS4.

Spec Ops: The Line - Unreal Engine 3

2007-2012  |  Engine Programmer | Yager-Development

Working on one of the biggest triple-A-title produced in Germany was a very intense experience. Published by 2k in 2012 this game was not hitting the expected marks in the first 3 months, even so, it was extremely well-received (constant over 93% on steam). But over time – while other games of that period got forgotten – Spec Ops: The Line was growing. Today it is one of the cornerstones of modern storytelling in a video game and it added with the “phosphor-scene” a cultural meme to the genre. In this project, I was working on post-processing volumes for adding sandstorm effects,  implementing a rendering mode for blending static cube-maps with dynamic rendering targets for faster reflection rendering. I also added a decal clustering system, an achievement manager, and a lot of Gameplay features like the blood HUD feedback with the shaders and dynamic fog volumes for grenades.

Die unbeschriebene Welt / The undescribed World (novel)

2011-2015  |  Writer

To write a book was a long desire I had and it was soaring in me once in a while. But for a long time, I did not had the patience, the skill, and the story strong enough to keep me going. Around 2008 I got interested in philosophy, sociology, and economy. I was reading a lot of books and was watching a lot of documentaries on those topics. One morn I got a strong image in my head of someone waking up at a huge waterfall. First I did not know what I should do with this, but slowly a story was growing in me. A story was so strong that I had to write it down and I had to grow with this enormous task that took me over 4 years. Of course, new strong images were rising and a new story was forming in my head about a world where huge bridges are traveling over an ocean … and right after I was finishing my first novel I was starting my second. On the way to self-publishing my book I learned a lot about CSS, Adobe Muse, Adobe InDesign, Fonts, and web design.

Ganymed Engine / Virtools

2003-2007  |  Freelancer Programmer | ITnB-Development

After the insolvency of the former company Terratools, I founded with some colleagues a small company: ITnB (In Time and Budget). We did some smaller multimedia projects: An online Racing-Game,  a demo for a Headphone company,  a 3D Website for a Spa. I was also integrating a Physics-Engine into a client's 3D-Web-Engine. We were mostly using the Virtools-Engine, which was one of the first engines that were using a visual scripting language and could easily be extended with a solid C++ API. We were also creating our small 3D-Engine for prototyping (Ganymed Engine) which is based purely on C++ and DirectX. In Ganymed I was implementing a small shader demo (see under Resources).

Michael Schumacher Kart Racer 2002 - Virtools

2001-2002  |  Programmer | Terratools

To create a "boxed-title" just in one year of production with a very small team was a challenge. We agreed that we could not rely on just the big name. The game itself should be fun to play and the quality had to be as high as we possibly could make it. I was responsible for vehicle physics. I added a ghost system for the best lap. I also did a lot of Gameplay scripting and coding and helped out with some AI work.

Education

Diploma in Computer Science

1995-2000  |  TFH-Berlin

I was studying Informatics (computer science) before it was changed in Germany to a bachelor's degree. I got my diploma which at that time was mostly focused on coding and practice use in a project.

Chemical assistant (Chemielaborant)

1990-1994  |  Schering AG (Bayer-Pharma)

Because I always was interested in natural sciences I decided to do a very classical dual education (partially in School and within a Company) which I successfully finished in 1994. But I realized then that my interests shifted towards the upcoming computer science.

Robert Hoffmann

10178 Berlin

p5.rawq@gmail.com

I’m a Programmer working in the Video-Game industry for over 20 years now. I was engaged in all kinds of areas: Gameplay, Engine, Rendering, and Physics. The biggest projects were done in C++ using the Unreal Engine (Spec Op: The Line, Dreadnought). Besides the coding, I was writing a novel and I’m currently working on my second. I'm very interested in philosophy, sociology, and cosmology. I just love to watch all kinds of documentaries. I like to read (or listen to) Sci-Fi novels and of course, starting with Pong 1977, I'm playing Video-Games.