Shaul Otniel

Shaul Otniel

Very experienced game developer

Jerusalem, ישראל
פרילנסר
  צור קשר

אודותינו

Very experienced Game developer
Strategy, Online, Multiplayer, 2d-3d games.

I worked with:
RTS (Real Time Strategy) similar to 'StartCraft',
MOBA (Multiplayer Online Battle Arena) similar to 'Legue of Legends'
MMO (Massively Multiplayer Online) similar to 'Storm of Wars'
and other type of games.

My favorite tools are: Unity, C#, PhotonNetwork.

Worked with various langues and tools (C#,Java,JavaScript,ActionScript,F#,Git and others)
Developed for variety of platforms (Desktop, Android, Mac, Blackberry etc.)

שפות

אנגלית
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ליטאית
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רוסית
שליטה בינונית
עברית
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תחומי התמחות

תכנות ופיתוח תוכנה

מתכנת, פיתוח תוכנה כללי
משחקים, פיתוח משחקים
I am Games developer with years of experience
Unity developer

I specialize in strategy, online multiplayer, MOBA, and MMO type games

My favorite tools are: Unity, C#, PhotonNetwork
Game making and game - server integration
LUA

נסיון תעסוקתי

ינואר 2019 - דצמבר 2019

Mid-Senior Game Developer

Kirus Ltd , Klaipeda, Lithuania
  • Projects: MOBA online game and MMO online game development.
  • I wrote the overall game core. Most of multiplayer part – ability to have ~1000 of concurrent games; synchronized all game events (10 players per match). Wrote AI of 'monsters' with varying levels of 'aggression', AI of bots (minions); registration, login and logout for users, matchmaking for players, spawning, death and re-spawning of players. Also wrote action of different weapons, - explosives, different shooting guns, throwaways (grenades, etc). I wrote a lot of menus, for character selection, weapons selection, buying new weapons in the shop, etc.
  • I wrote skills, bonuses, ranks system including synchronizing it with servers (so that all user data – history, achievements, etc - does not disappear when a user logs out but is available all the time online), and also menus and visual representation of them.
  • I wrote the main map – 1 million tiles map with different textures, that can play on a handheld Android device without performance issues. Also, we needed to display more than 100 000 non-player objects (like rocks, buildings, trees, etc.) on a map. To achieve this I wrote an 'interest area' where depending on tile clicked, only relevant objects are taken from hash-table, and immediately deleted after player scrolls through the map. Thus more than 100 thousand objects can be displayed on a handheld device without performance issues.
  • Also, we needed to display about 12 thousand animated lines (all at the same time)- indicators of 'army' traveling from one tile to another. I achieved this using procedural generation with sufficient performance on Android.
  • We needed our server to send messages (many times per second) to about 5000 active users (with such data as 'user finished gathering resources', or 'building upgrade has finished', or 'army reached destination point', etc.). I came with a solution on how to build a 'job system' in the server which would take care of this issue.
  • Besides that, I set up a version control system (using Git, and our own physical metal server).
2017 - 2018

Android and desktop interface programmer.

Altegra Ltd , Kaunas, Lithuania
  • Project: Android and desktop interface to ARM processor based alcotester device.
  • My job was to get Android to 'talk' to external ARM processor and GPS module; filter only relevant signals and send relevant commands. I wrote it using Android Studio. Also added additional features to their existing desktop interface for similar alcotester device, using language C and Visual Studio.
2014 - 2017

Unity game developer

Private funded venture , Kaunas, Lithuania
  • Project: Multi platform Real Time Strategy Game.
  • Wrote all the game, featuring: gathering resources, selecting and sending different units – 'workers' and different kind of 'fighters' – melee fighters, ranged fighters, etc. Also constructing different kinds of 'buildings' to produce units, to research upgrades. Auto attacking buildings (cannons). All unit selecting and sending to fight or to build, gather, heal, etc.
  • I wrote a procedural map-generating algorithm, enabling both auto generated and predesigned levels.
  • I wrote AI of enemy, also path-finding algorithm including local avoidance.
  • First I wrote a big part of the game using Java and LibGDX game engine. Afterward, I went on to Unity and rewrote everything in C#, making use of Unity 3d capabilities.

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