Andrei Victor
Interactive Software Engineer
Lifelong Learner

I am a Software Engineer with a holistic approach to software development. I specialize in the development of Core Systems Technology, Tools & Middleware, and Logic & Gameplay of Application and Game Software.

For over years in the Film and Video Games Industries combined, I've been involved in every phase of product development, from inception to live operations. I've also taken on leadership roles as a Lead Developer in earlier stages of my career.

While my roots are in the Games Industry, I'm also eager to transition into other technology-driven sectors. I firmly believe in the transferability of my software development skills and pride myself on being an enthusiastic, fast learner. I'm well-prepared to tackle new challenges, whether it's leading teams, leveraging cutting-edge technologies, or driving innovation in unexplored domains. My diverse background and determination position me as a strong candidate for leadership roles in any tech-focused industry.

Current and Past Affiliations

The Walt Disney Company Lucasfilm Industrial Light & Magic (ILM) ILM Immersive Gumi Asia goGame Ubisoft Nubee Kuju Entertainment Matahari Studios
XR (VR/AR/MR) / Arcade

Various First-of-Kind XR Experiences Using Multiple IP


CONFIDENTIAL


Preview Unavailable
Time:July 2022 - February 2024
Organizations: ILM Immersive (ILMxLAB) Industrial Light & Magic Lucasfilm The Walt Disney Company
Duties: Gameplay Framework Controls UI Prototyping R&D Automation
Dev Platforms: Windows Android Quest 2 Quest Pro MacOS iOS VisionOS
Tools & Tech Stack: C++ C# Objective-C++ Swift Unreal Engine 4.27, 5.1 Unity Engine Blueprint Python 3 Batch Script BASH Chocolatey Homebrew Perforce JIRA Confluence Google Suite
Contributions:
  • Ownership of product features for prototyping and development including Hand Gesture Mechanics
  • Advocated plugin development and architected frameworks and systems to streamline development and processes for faster cross-project start up and iteration. (Designer's toolbox/framework)
  • Created a highly-reusable and customizable Tutorial System for designer's use.
  • Implementation of a bespoke Patching and CDN system by combining Unreal Engine's Chunking System with Apple's On Demand Resources.
  • Extensive documentation of essential processes from on-boarding new team members, troubleshooting issues, technologies used/developed, and other technical documentation.
  • Continuously engaged as a supporting role to the team to actively resolve blocking technical issues of the builds or technology stack.
  • Took part in automating software stack preparation and installation during the expansion of team size in the early stages of the company, where there is no immediate available human resource for it.
  • Advocated and enforced good software engineering practices during code reviews and mentoring colleagues.
  • Research and Development for confidential high-profile hardware and software products-in-development by third-parties.

Big Top Arcade Game


CONFIDENTIAL


Preview Unavailable
Time:September 2006 - May 2008
Organizations: Matahari Studios LAI Games
Duties: Engine Framework Controls Gameplay AI UI Tools Pipeline
Dev Platforms: Windows Windows Embedded Arcade Custom Rig Gentoo Linux Slackware Linux
Tools & Tech Stack: C C++ Win32 API MAX Script MEL Script Batch Script Torque Game Engine Torque Script Visual SourceSafe Microsoft SharePoint
Contributions:
  • Design and development of In-house Sound Application Tool for Torque Game Engine.
  • Supported artists by implementing add-ons or workflow automations in Maya and 3D Studio Max.
  • Researched on various hardware platforms and operating systems for use as an Arcade platform.
  • Designed, implemented and integrated in-engine, the functionality to communicate with the Custom Arcade Rig as input device using RS232.
  • Designed and implemented gameplay framework (Application Flow, FSM, etc.)
  • Owned and developed gameplay (logic, AI, controls) of some mini games.
  • Implemented most of the UI widgets present in the game.
  • Created automations for the generation of builds.
  • Managed and mentored engineers as a lead engineer.
  • Created the company's engineering knowledge base from scratch in SharePoint.
Additional Notes: This project was later on ported to the Nintendo Wii upon acquisition by Kuju Entertainment under Catalis SE. See the Circus Games in the PC/Console section for further information.
PC / Console

Assassin's Creed Rogue


Time:October 2013 - October 2014
Organizations: Ubisoft Singapore Ubisoft
Duties: Gameplay
Dev Platforms: Windows X360 DevKit PS3 DevKit
Tools & Tech Stack: C++ Anvil Visual Scripting Perforce JIRA Confluence
Contributions:
  • Implementation of Reverse Boarding Game Subsystem
  • General gameplay debugging and maintenance across systems.
Video footage courtesy of YouTube and VidGamiacUnlocked channel.

Assassin's Creed IV: Black Flag


Time:October 2012 - October 2013
Organizations: Ubisoft Singapore Ubisoft
Duties: UI Gameplay
Dev Platforms: Windows X360 DevKit PS3 DevKit
Tools & Tech Stack: C++ Anvil Scaleform ActionScript 3 Perforce JIRA Confluence
Contributions:
  • Ownership of UI for Singapore-based missions (ie. Harpooning) and their general maintenance.
  • Engineering support and delivery of the 2013 E3 Live Demo.
  • Engineering support for Naval contracts missions.
  • General gameplay debugging and maintenance across systems.
Video footage courtesy of YouTube and Ubisoft North America channel.

Burn Zombie Burn!


Time:August 2009 - January 2010
Organizations: Kuju Manila Kuju Entertainment
Duties: Platform Controls Gameplay UI
Dev Platforms: Windows
Tools & Tech Stack: C C++ Win32 API DirectX 9 PhyreEngine fMod Perforce JIRA
Contributions:
  • Ported original PS3 game to Windows Platform for Steam release.
  • Solved Windows platform-specific problems and use cases.
  • Implemented additional Gameplay content and UI.
  • Designed and implemented Keyboard, Mouse, and Gamepad controls scheme.
  • Deep diving to diagnose and debug video card compatibilities.
  • Managed and mentored engineers as a lead engineer.
Video footage courtesy of YouTube and FirstPlays HD channel.

Circus Games / Funfair Party


Time:February 2008 - July 2008
Organizations: Kuju Manila Kuju Entertainment
Duties: Framework Controls Gameplay AI UI Tools Pipeline
Dev Platforms: Windows Wii DevKit
Tools & Tech Stack: C C++ Batch Script Torque Game Engine Torque Script Perforce Hansoft
Contributions:
  • Migrated original gameplay from Arcade platform to the Windows & Wii platform.
  • Migrated original tools from Arcade platform to the Windows & Wii platform.
  • Designed and implemented gameplay framework (Application Flow, FSM, etc.)
  • Owned and developed gameplay (logic, AI, controls) of some mini games.
  • Implemented most of the UI widgets present in the game.
  • Created a simple automation for the generation of builds.
  • Managed and mentored engineers as a lead engineer.
Additional Notes: This project was later on ported from the original Arcade prototype from Matahari Studios. See the Big Top in the XR/Arcade section for further information.
Video footage courtesy of YouTube and 10min Gameplay channel.
Mobile

Final Fantasy Brave Exvius


Time:July 2019 - Oct 2021
Organizations: Gumi Asia
Duties: Core Systems Meta-Gameplay Gameplay UI Tools Pipeline SDK Integrations LiveOps Debugging
Dev Platforms: MacOS iOS Android
Tools & Tech Stack: C++11 Objective-C++ Java Python 3 PyQt BASH Cocos2Dx Git Jenkins JIRA Confluence Google Suite
Contributions:
  • Major implementation of Meta-game flow, Scoring display evaluation, Reward Selection Flow in Clash of Wills global game feature.
  • Improved turn around time for resolving client-side issues reported by users by implementing the Reporting Module, a custom remote device log retrieval tool.
  • House cleaning and improvement on the build/production pipeline that involved re-writing and debugging of BASH and Python 3 scripts integrated with Jenkins.
  • Implementation, upgrading and streamlining existing/new tools, game features, and SDKs for 3rd-party compliance of a live mobile game product.
  • Took charge of overhaul of the Localization system and tools of the client app to support multiple languages while preserving space and memory.
  • Resolved a long-standing out-of-memory crash, by deep diving and did a full clean out of all memory leaks found in the sanitizer. This help user retention of tablet users.
Video footage courtesy of YouTube and Flip Method channel.

Disney Epic Quest


Time:Jan 2018 - May 2019
Organizations: goGame SEGA
Duties: Meta-Gameplay Gameplay UI AI Visual Effects Controls Tools
Dev Platforms: MacOS iOS Android
Tools & Tech Stack: C# Unity Engine Git Jenkins JIRA Google Suite
Contributions:
  • Implementation of Meta-game flow, which connects all parts of the games like missions, tutorials, progression, battle system and debug options.
  • Prototyping and implementation of runtime dynamic switching of landscape and portrait control modes and an accompanying technique in-editor to be able to preview this properly.
  • Developed the A* path finding algorithm to supplement the game's AI. This is accompanied with an in-editor tool for level designers.
  • Created the Tutorial System within the game and the First-Time User Experience (FTUE) that goes along with it.
  • Created reusable visual effects in the game for showcasing visual effects of character's ultimate skills
Additional Notes: This project was short-lived and was sunset on October 24, 2019.
Video footage courtesy of YouTube and TapGamesDaily channel.

UNRELEASED - Shonen Jump IP Mobile Game


CONFIDENTIAL


Preview Unavailable
Time:February 2016 - January 2018
Organizations: goGame SEGA
Duties: Meta-Gameplay Gameplay UI Camera Systems Visual Effects Controls Tools
Dev Platforms: Windows MacOS iOS Android
Tools & Tech Stack: C++ C# Squirrel Scripting QN Engine Batch Scripting Mercurial
Contributions:
  • Prototyping of several iterations of Camera systems in normal mode and on 1-on-1 boss battles.
  • Prototyping of several virtual pad control schemes and swiping actions for the battle system.
  • Prototyping of different in-game HUDs for different use cases inside the game.
  • UI screens of the meta gameflow and some UI-driven animations.
  • Upgraded the in-house custom engine to have a built-in deployment to iOS platform.
  • Created and integrated some manga-style particle systems for battle effects.
  • Created the JRPG style of avatar and dialogue system with support for localization.
  • Created reusable full-screen visual effects in the game for showcasing visual effects of character's ultimate skills
Additional Notes: This project was canceled while still in development.

Monster Blade


Time:September 2011 - October 2012
Organizations: Nubee
Duties: Core Systems Battle System UI Camera Systems Visual Effects Controls
Dev Platforms: MacOS iOS Android
Tools & Tech Stack: C# Objective-C++ Java Unity Engine NGUI Subversion
Contributions:
  • Proposed adoption of Unity Engine 3.0 to the company and team, and architected the production workflow and trained the team.
  • Created custom platform-specific plugins to add to the Unity Engine.
  • Designed and created the Sound Manager, Patching System, and Asset Bundle Resource Manager.
  • In-game HUD development and visual effects (e.g. life bars, combo counters, textual cues).
  • Camera system for the battle system, which is mostly a 1-on-1 boss battle type.
  • Prototyped and implemented battle system user controls mimicking Infinity Blade with side dodging capabilities.
  • Designed the structural layout of the battle arena level.
Video footage courtesy of YouTube and TouchGameplay channel.

DaVinci's Quest


Time:June 2011 - August 2011
Organizations: Nubee
Duties: Core Systems Framework Gameplay UI Visual Effects Controls
Dev Platforms: MacOS iOS Android
Tools & Tech Stack: C++ Objective-C++ Java In-house Coin Framework Subversion
Contributions:
  • Created the cross-platform Coin Framework from scratch leveraging previous technology used by the company but applying Entity-Component System (ECS) as the gameplay framework.
  • In the Coin Framework, I've also created the Sound System and integrated the Bullet Physics as our physics engine.
  • Implemented the Coin Pusher game mechanics and controls.
  • In-game HUD development and visual effects (e.g. life bars, combo counters, textual cues).
Video footage courtesy of YouTube and TouchGameplay channel.

Coins Vs. Zombies


Time:May 2011 - June 2011
Organizations: Nubee
Duties: Gameplay UI Visual Effects Controls
Dev Platforms: MacOS iOS Android
Tools & Tech Stack: C++ Objective-C++ Java Subversion
Contributions:
  • Implemented the new coin pusher controls of shooting coins from a single rotatable point.
  • Added respawnable hittable targets in a rotary platform.
  • In-game HUD development and visual effects (e.g. life bars, combo counters, textual cues).
Video footage courtesy of YouTube and Nubee Pte Ltd channel.

Coin Pirates


Time:May 2011 - June 2011
Organizations: Nubee
Duties: Gameplay Optimization
Dev Platforms: MacOS iOS Android
Tools & Tech Stack: C++ Objective-C++ Java Subversion
Contributions:
  • Performance optimizations like eliminating memory leaks and applying the concept of object pools.
  • General application debugging.
Video footage courtesy of YouTube and Nubee Pte Ltd channel.
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