Jack Knobel

Software Engineer at Frostbite
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Contact Information
us****@****om
(386) 825-5501
Location
Australia, AU
Languages
  • English Native or bilingual proficiency

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Bio

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Experience

    • Sweden
    • Computer Games
    • 1 - 100 Employee
    • Software Engineer
      • Jun 2021 - Present

    • Gameplay Programmer
      • May 2019 - Jun 2021

      • Worked with programming team to bring feature parity across all gameplay systems. • Optimized low end platforms (tvOS, iOS) to run at target frame rates consistently across a range of devices. • Worked with designers to implement and iterate on feature requests. • Re-wrote build pipeline to be more data driven and make use of BuildGraph. • Implemented Platform Features like Mobile Streaming Install. • Worked with programming team to bring feature parity across all gameplay systems. • Optimized low end platforms (tvOS, iOS) to run at target frame rates consistently across a range of devices. • Worked with designers to implement and iterate on feature requests. • Re-wrote build pipeline to be more data driven and make use of BuildGraph. • Implemented Platform Features like Mobile Streaming Install.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Gameplay Programmer
      • Mar 2018 - May 2019

      Worked with the Puny Human team on Inxile Entertainment's Bards Tale IV, Squanch Games' Trover Saves the Universe and on in-house projects; Galacide and an unannounced title. Worked with the Puny Human team on Inxile Entertainment's Bards Tale IV, Squanch Games' Trover Saves the Universe and on in-house projects; Galacide and an unannounced title.

    • Lead Programmer/Director
      • Dec 2014 - Mar 2018

      • Created overall C++ gameplay classes and systems, exposing structures and values to Blueprints for design.• Implemented screens, menus and various UI using UMG, Slate and various UE4 Editor plug-ins.• Implemented physics for various features; including player ragdolls and collision with environment and weapons.• Implemented overall networking system, utilizing UE4 dedicated and listen servers, and interaction between.• Modification of audio systems utilizing FMOD, to make modifications to Blueprints for design, where necessary.

    • Independent Contractor
      • May 2016 - Oct 2016

      At Fun Sponge Games, I worked on their title Deathstair. For this I was to turn what was originally a local splitscreen game into a full online multiplayer experience in UE4. My main focus was making sure that the networked gameplay physics worked well, as this was one of the major selling points. Other jobs included adding twitch chat support, optimising game performance and optimising network bandwidth usage. At Fun Sponge Games, I worked on their title Deathstair. For this I was to turn what was originally a local splitscreen game into a full online multiplayer experience in UE4. My main focus was making sure that the networked gameplay physics worked well, as this was one of the major selling points. Other jobs included adding twitch chat support, optimising game performance and optimising network bandwidth usage.

    • Australia
    • IT Services and IT Consulting
    • 1 - 100 Employee
    • Junior Software Tester
      • Nov 2015 - Aug 2016

Education

  • Academy of Interactive Entertainment (AIE)
    Graduate Diploma in Management (Learning), Small Business Administration/Management
    2015 - 2016
  • Academy of Interactive Entertainment (AIE)
    Advanced Diploma of Professional Game Development, Computer Software Engineering
    2013 - 2015
  • Academy of Interactive Entertainment (AIE)
    Certificate II in Information Technology, Information Technology
    2008 - 2008

Community

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