Chrys Piva

Founder at Pappagallo Games Inc.
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Contact Information
Location
Montreal, Quebec, Canada, CA
Languages
  • English Full professional proficiency
  • German Native or bilingual proficiency
  • Italian Native or bilingual proficiency
  • French Full professional proficiency

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Attila Mohácsi

Chrys' immense experience with emergent AI and exceptional communication skills makes it a real joy working with him. His attention to details, forward thinking and dedication to quality ensures that whatever he delivers work perfectly well and on top of it very easy to expand. As he is a very easy going person you can always discuss any issues you've encountered with and try to find solutions together that works the best for the game.

Chris Parry

When Chrys first joined the company and the project, he organised a meeting for each dicipline to explain his plans for the game's AI, and since then we've all been on the same page and following his way of doing things - it's great to have that structure underlining everything we do with regards to the AI. Chrys has been the team's 'go to guy' for most things AI related for this project; he's always available and approachable to ask for help, be it to discuss new script commands we designers need, or how best to approach something. I'd deffinitely recommend Chrys, and would love to work with him again on any project.

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Experience

    • Canada
    • Computer Games
    • 1 - 100 Employee
    • Founder
      • Mar 2022 - Present

      After 20+ years working in the Games Industry the time has come for me to open an indie Studio and pursue the dream of making Games with my own conditions. After 20+ years working in the Games Industry the time has come for me to open an indie Studio and pursue the dream of making Games with my own conditions.

    • Canada
    • Entertainment
    • 1 - 100 Employee
    • Mentor
      • Jan 2019 - Present

      I am acting mentor at Carcajou Games - a small indie company focused on Narrative Games. In my function of mentor I mainly help the CEO by discussing decisions and technical aspects related to the projects at Carcajou. I try to share my experience to help making better choices for product planning and validating the technical side of projects. I am acting mentor at Carcajou Games - a small indie company focused on Narrative Games. In my function of mentor I mainly help the CEO by discussing decisions and technical aspects related to the projects at Carcajou. I try to share my experience to help making better choices for product planning and validating the technical side of projects.

    • Canada
    • Computer Games
    • 700 & Above Employee
    • Technical Lead Programmer
      • Sep 2020 - Mar 2022

      I was working at Behaviour Interactive as Technical Lead Programmer on an unannounced AAA Project.I worked with Unreal Engine 5 on a variety of Game Systems, custom Tools and editor modifications. I helped overseeing the technical requirements of a team of talented programmers to make sure we met the code quality required.I also worked on another AAA Project with a custom engine to analyze and help optimize the development pipeline. The work involved understanding the existing pipeline, map it out and propose short & long term solutions to speed up the build times for its data conversion processes and packaging.I am particularly proud to have helped the team better understand the various implications of its complex multithreaded build system and understand where the bottlenecks were and actively work on fixes that would decrease the overall build times. Show less

    • Senior Programmer
      • May 2020 - Oct 2020

      I joined Behaviour Interactive as a Senior programmer to work on Unreal Engine 4 technology and a new unannounced project.

    • Technical Director
      • Nov 2017 - Mar 2020

      I was leading the programming and technology department at Minority Media as the technical director. In this role my focus shifted a lot toward implementing the technical pipeline and making sure we invest in the correct tech that would allow us to bring the company to be an industry leader for VR and AR applications. I worked on multiple projects and my greatest joy was to help make other programmers succeed and aid them to grow their skills.We built a 4 player VR Arcade machine for the Location based entertainment industry. It featured a turn key operator solution for managing games, download patches and perform maintenance. We developed a great cloud back-end with account based services and ticket system.https://www.weareminority.com/We had also been able to publish a Transformer licensed multiplayer competitive PVP VR Shooter among other titles. Show less

    • Lead Programmer
      • Apr 2017 - Nov 2017

      I followed my desire to move towards indie game development. I joined Minority Media to work with small teams on interesting VR games. I am still mainly working on AI and Gameplay elements but also applying all my other skills I acquired over the years across all of Game development. I am leading a team of programmers on a variety of projects, from initial prototypes to finished games. I also work on new prototype Augmented reality tech and hardware where I experiment with special stereo cameras for tracking and depth sensing. Show less

    • Canada
    • Entertainment
    • 200 - 300 Employee
    • Lead AI Architect
      • Feb 2016 - Mar 2017

      I was working for Warner Bros (WB Games) in Montreal as the Lead AI Architect on one of their projects. My duties covered all that was AI and the mandate to implement a flexible and future proof AI Architecture. I was also leading the AI Team with responsibilities of assigning tasks, workload and scheduling for milestone planning. I worked closely with the creative Director and Game Directors as well as other Leads to define the direction of the Game. I was working for Warner Bros (WB Games) in Montreal as the Lead AI Architect on one of their projects. My duties covered all that was AI and the mandate to implement a flexible and future proof AI Architecture. I was also leading the AI Team with responsibilities of assigning tasks, workload and scheduling for milestone planning. I worked closely with the creative Director and Game Directors as well as other Leads to define the direction of the Game.

    • Canada
    • Computer Games
    • 700 & Above Employee
    • Senior AI Programmer
      • Mar 2014 - Feb 2016

      I worked at Ubisoft Montreal on the AC Franchise. It has been two very productive years full of interesting challenges. In particular I enjoyed implementing the new AI system together with my co-worker to revolutionize the Assassins Creed AI and lead the way for future titles and improvement. My duties were among many other things the implementation of a virtual navigation network that would allow thousands of simulated agents to navigate the world in virtual space for the world simulator. I also re-designed the code interfaces for the vehicle system and agents between virtual vs "real" NPC. I would like to think that my work at Ubisoft left a positive mark on the future of this great franchise. Show less

    • Canada
    • Computer Games
    • 400 - 500 Employee
    • Senior AI Programmer
      • Nov 2012 - Mar 2014

      I was working for Eidos Montreal as a Senior AI Programmer on Thief.on XBox360, PS3 , XBoxOne, PS4 and PC, you can see an in-depth trailer here http://www.youtube.com/watch?v=66oVzJQv7DA My main responsibilities were the combat AI system , including advanced combat/intercept positioning for guard NPCs. I also implemented all the other non-standard NPC archetypes and the systemic part of the boss fight. Thief was implemented in a heavily modified version of the Unreal3 engine. I ended my position at Eidos working on the Deus Ex franchise. Show less

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Senior AI Programmer
      • Oct 2010 - Apr 2012

      I was working as a Senior AI Programmer at TT-Fusion where I was responsible for the implementation of some of the AI core systems for an open world game for the brand new Nintendo console Wii-U. http://youtu.be/0CyH8Na_Hck I was also involved in cross studio projects, providing support for AI systems in a large codebase across multiple projects. I was working as a Senior AI Programmer at TT-Fusion where I was responsible for the implementation of some of the AI core systems for an open world game for the brand new Nintendo console Wii-U. http://youtu.be/0CyH8Na_Hck I was also involved in cross studio projects, providing support for AI systems in a large codebase across multiple projects.

    • United States
    • Computer Games
    • 700 & Above Employee
    • AI Programmer
      • May 2007 - Oct 2010

      I started at R* Leeds as an AI Programmer where I was involved in creating exciting AI for ambient life, targeting systems and pedestrian/vehicle interactions. I wrote large part of the scripting commands for our C++ scripting system (to be used by our design team). I worked on GTA : Chinatown Wars for DS, PSP and IPhone. Later I worked on an unannounced DS title set in a full 3D open world. For this title I worked on various AI Systems including a complex hand to hand combat system. I ended my position at Rockstar while working on "L.A. Noire" for PS3. Show less

    • Germany
    • Computer Games
    • 1 - 100 Employee
    • Programmer
      • Jul 2006 - Feb 2007

      I was employed as a junior programmer to work on Anno1701 DS : Dawn of Discovery. My responsibilities were mainly in Gameplay and Military AI, as well as the development of the in-game Help System and Dictionary. I was employed as a junior programmer to work on Anno1701 DS : Dawn of Discovery. My responsibilities were mainly in Gameplay and Military AI, as well as the development of the in-game Help System and Dictionary.

    • Programmer
      • Jan 2004 - May 2006

      After obtaining my diploma at the I.T.I.S. for Information Technology I founded a company called S.P.Q.R. Games Development. We developed websites for various customers in retail business and restaurants/pubs/bars along the Italian Adria coast. In the meantime I kept tight contacts with the German Games Industry and worked on a project for a 3D adventure Game. My responsibilities included 3D Scenegraph, AI and various Gameplay elements. After obtaining my diploma at the I.T.I.S. for Information Technology I founded a company called S.P.Q.R. Games Development. We developed websites for various customers in retail business and restaurants/pubs/bars along the Italian Adria coast. In the meantime I kept tight contacts with the German Games Industry and worked on a project for a 3D adventure Game. My responsibilities included 3D Scenegraph, AI and various Gameplay elements.

Education

  • Istituto Tecnico Industriale Statale di Cesena
    Diploma, Maths, Physics, Computer Programming, Electronics
    1997 - 2002

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