Robert
Hoffmann
Experienced Senior Game Engineer focused on building high-quality real-time systems and gameplay experiences.
• Unreal Engine & BP & C++
• Graphics & Shader Programming
• Gameplay & Engine Systems
• Materials & VFX & Physics
• Writer & Book Author
Extensive C++ and Unreal Engine background, with contributions to
Spec Ops: The Line, Dreadnought and Steel Hunters.
The Construct - Unreal Engine 5
2026 | Indie-Developer
Indie Project · In Development
A sci-fi action game that merges fast-paced spaceship combat with Souls-like structure and progression.
The Player controls a small fighter, navigating through a mystic super structure: The Construct with enemies, traps, puzzles, and boss encounters.
Developed solo, covering all core systems:
• UI/HUD (UMG)
• Audio systems (MetaSounds)
• Gameplay architecture (Subsystem-based design)
• VFX and interaction systems • Procedural Content Generation (PCG)
Brückenwelt - Novel
2014 - 2026 | Multi-volume | Writer
Currently working on my second novel alongside my game project.
A multi-volume sci-fi epic set in a distant future where a global cataclysm has reshaped civilization.
Three vastly different societies remain:
• Yora: Tribal, based on a gift economy system
• Magnapolis: Industrial capitalism in a late-modern state
• Korrum: A fully automated society shaped by AI and augmented reality
Across endless oceans, massive floating bridges connect what remains of the world. The story follows three characters, one from each civilization, drawn together by a growing threat that extends beyond their reality … and begins to creep-into the world of the reader itself.
Steel Hunters - DPS-Games - Unreal Engine 5
2023 - 2025 | Senior-Graphics-Coder | DPS-Games (Wargaming UK)
A mech-based extraction shooter developed at Wargaming.
Key contributions:
• Advanced water system and materials (flow, foam, caustics, waves)
• Environment painting tool for direct in-editor painting of tint, lighting, fog, and water geometry
• Porting the project from Unreal Engine 4 to Unreal Engine 5
Tomorrow Falls - DPS-Games - Unreal Engine 4
2021 - 2023 | Senior-Graphics-Coder | DPS-Games (Wargaming UK)
Worked on a wide range of rendering features, shaders, and visual systems across environment, characters, vehicles, and VFX.
Key contributions:
• Advanced shader development (water, ice, parallax, landscape)
• Foliage and interaction systems (wind, dynamic response)
• Character rendering (hair, skin, cloth)
• Improved interior cube mapping for windows
• Runtime Virtual Texture integration
• Imposter system for optimized rendering
Realt Time Strategy (Working Title: WOTA) - Unreal Engine 4
2020 - 2021 | Senior-Engineer | Wargaming
Worked on a real-time strategy project in a small team. Gained experience developing RTS-specific gameplay systems in Unreal Engine, including:
• Multi-unit control and coordination
• Camera systems for strategic overview
• Fog of War implementation
• Outlining PP for HUD, and gameplay feedback systems
Simulation - Unreal Engine 4 / Unity
2019 - 2020 | Senior-Engineer | Vay
Developed integration systems for a remote driving (tele-driving) platform, connecting simulation environments with real-time control systems.
Worked with a multi-technology stack:
• Unreal Engine 4 and CARLA for simulation
• Unity3D components
Focused on bridging simulation, vehicle systems, and real-time interaction.
Point Cloud Kit Unreal Engine 4 - Plugin
2019 - 2020 | Freelancer - Unreal Engineer
Developed a GPU-based point cloud rendering framework for Unreal Engine 4, enabling real-time animation of large-scale point datasets.
Key features:
• Shader-driven animation of point position and color
• GPU-based rendering for high point counts
• Velocity calculation using per-point history
• Foundation for physically inspired motion and interaction
Published on the Epic Marketplace, reaching ~100 downloads per day over multiple years. I been thinking about porting it to UE5 and Niagara one day.
Demos avaliable as Download: see Galaxy, Physics
LiDAR Unreal Engine 4 - Plugin
2018 | Freelancer - Unreal Engineer | RealSynth
Developed a LiDAR simulation system to accelerate AI development by extending real-world testing with virtual environments.
• Configurable sensor models (FOV, resolution, noise, update rate)
• Real-time point cloud generation
• ROS-based data integration
• Segmentation and intensity data for validation workflows
2048 Apex - Android
2018 | Freelancer - Game Engineer
Developed a feature-rich arcade interpretation of the classic 2048 puzzle game using Android Studio.
Key features:
• Multiple game modes and 46 handcrafted challenges
• Hexagonal board variant
• Leaderboards and progression system
• Custom seeds (to sync the randomizer with a friend)
• Several color themes
• Full support for portrait, landscape, and tablets
2048 Apex was available in the Playstore for +10 Years
Dreadnought - Unreal Engine 4
2012 - 2017 | Game Engineer | Yager-Development
Contributed to the development of a large-scale multiplayer free-to-play title, starting from early prototype.
• Designed the core movement system combining physics and shooter-style controls
• Implemented persistent ship damage visualization (advanced hit-mask system)
• Developed network weapon systems with server-side validation
• Optimized large-scale projectile replication for multiplayer performance
• Worked on gameplay systems, game modes, and PS4 controls
Spec Ops: The Line - Unreal Engine 3
2007 - 2012 | Engine Programmer | Yager-Development
Working on Spec Ops: The Line was one of the most intense and memorable projects of my career.
Although the game did not meet commercial expectations at launch, it became increasingly recognized over time and is now considered a landmark title in narrative-driven game design — especially for its iconic "white phosphor" scene. With ~94% on steam it was well-received.
Key contributions:
• Sandstorm and post-processing effects
• Hybrid reflection rendering (cubemaps + dynamic targets)
• Decal clustering system
• Gameplay and visual feedback systems (blood HUD, grenade fog volumes and HUD-trajectory)
• Achievement system
Die unbeschriebene Welt (novel)
2011 - 2015 | Writer
My first novel, developed over several years, inspired by a growing interest in philosophy, sociology, and complex world-building. The story began with a single image: A person waking up at the edge of a vast waterfall. It gradually evolved into a fully realized narrative. The Book is out on Amazon.de, Google Books and iTunes.
Writing the book took over four years and marked the beginning of a larger creative journey, eventually leading to my second novel.
During the self-publishing process, I also gained experience in layout, typography, and web design (CSS, Adobe InDesign, Adobe Muse).
Ganymed Engine / Virtools
2003 - 2007 | Freelancer Programmer | ITnB-Development
Co-founded a small studio focused on multimedia and early 3D web projects. Developed a custom C++/DirectX-based prototyping engine (Ganymed), including shader experiments and rendering features.
Also contributed to various projects:
• Online racing game
• 3D web experiences
• Integration of a physics engine into a client’s 3D framework
• Work with Virtools (early visual scripting engine)
Michael Schumacher Kart Racer 2002 - Virtools
2001 - 2002 | Programmer | Terratools
Developed a racing title within a one-year production cycle in a small team.
• Implemented vehicle physics
• Built ghost system for lap tracking
• Developed gameplay systems and scripting
• Contributed to AI behavior
Diploma in Computer Science
1995 - 2000 | TFH-Berlin
Diploma in Computer Science (Allgemeine Informatik).
Focuse in practical on software development and programming (Ada, Prolog, C++, Visual Studio C++ and Basic).
Chemical assistant (Chemielaborant)
1990 - 1994 | Schering AG (Bayer-Pharma)
Chemical Laboratory Technician (Apprenticeship). Successfully completed in 1994. Foundation in natural sciences, later transitioning into computer science.