Matt Frank
Tools Engineer at Retro Studios- Claim this Profile
Click to upgrade to our gold package
for the full feature experience.
Topline Score
Bio
Experience
-
Retro Studios
-
United States
-
Computer Games
-
100 - 200 Employee
-
Tools Engineer
-
Aug 2019 - Present
-
-
-
Gears for Breakfast
-
Denmark
-
Computer Games
-
1 - 100 Employee
-
Engine Programmer
-
Sep 2015 - Aug 2019
At Gears for Breakfast working on A Hat in Time, I was largely focused on general backend engine work in the C++ Unreal Engine 3 codebase. That being said, I've done a little bit of everything: * Implementing new features and optimizations into the engine * Fixing tons of bugs in various parts of the game, across both the UnrealScript gameplay code and the C++ engine code; at some point or another, I've probably touched practically every part of the engine * Lots of profiling and optimization; helped improve the framerate, reduce memory usage, and fix memory leaks * Wrote gameplay/UI code, worked with designers to implement new gameplay mechanics, and in some cases even designed and implemented mechanics myself * Worked extensively with external teams working on console ports and helped coordinate with the rest of the team, making sure things were getting done and that the game would meet certification requirements In 2018, for the Seal the Deal DLC, I was largely responsible for building the local co-op mode, as well as working on the systems underpinning the Death Wish mode, and integrating support for new animation features. I also did a lot of optimization work for the Nyakuza Metro DLC and contributed to the Switch port. After A Hat in Time, for a few months in 2019 I was the lead of our engineering department, managing a small team of 2-3 other programmers.
-
-