Eduardo Escudero Sánchez
Senior Engine Developer at Metrea Simulations- Claim this Profile
Click to upgrade to our gold package
for the full feature experience.
-
Alemán Elementary proficiency
-
Inglés Full professional proficiency
-
Español Native or bilingual proficiency
Topline Score
Bio
Pablo J de Andres
Eduardo is an amazing render engineer and I would highlight his efficiency during all the production. He designed and implemented highly detailed systems, overcoming all challenges with a creative and a growth mindset. However, I believe he has been an even better teammate, always ready to help with insightful technical solutions. If our paths cross once again in the future, I will instantly know that his team is one of a kind.
Róbert Kovács
Eduardo has been one of the key members of the Tools Team here at Creative Assembly. He spent years on our biggest tool, the map editor for all Total War games, and we thank him for many great features. He is passionate about understanding users and delivering the best user experience for the time invested. He is experienced at designing and implementing large systems that stand the test of time. Also a great team worker, finds his way easily even in a team as large as what we have here on Total War.
Pablo J de Andres
Eduardo is an amazing render engineer and I would highlight his efficiency during all the production. He designed and implemented highly detailed systems, overcoming all challenges with a creative and a growth mindset. However, I believe he has been an even better teammate, always ready to help with insightful technical solutions. If our paths cross once again in the future, I will instantly know that his team is one of a kind.
Róbert Kovács
Eduardo has been one of the key members of the Tools Team here at Creative Assembly. He spent years on our biggest tool, the map editor for all Total War games, and we thank him for many great features. He is passionate about understanding users and delivering the best user experience for the time invested. He is experienced at designing and implementing large systems that stand the test of time. Also a great team worker, finds his way easily even in a team as large as what we have here on Total War.
Pablo J de Andres
Eduardo is an amazing render engineer and I would highlight his efficiency during all the production. He designed and implemented highly detailed systems, overcoming all challenges with a creative and a growth mindset. However, I believe he has been an even better teammate, always ready to help with insightful technical solutions. If our paths cross once again in the future, I will instantly know that his team is one of a kind.
Róbert Kovács
Eduardo has been one of the key members of the Tools Team here at Creative Assembly. He spent years on our biggest tool, the map editor for all Total War games, and we thank him for many great features. He is passionate about understanding users and delivering the best user experience for the time invested. He is experienced at designing and implementing large systems that stand the test of time. Also a great team worker, finds his way easily even in a team as large as what we have here on Total War.
Pablo J de Andres
Eduardo is an amazing render engineer and I would highlight his efficiency during all the production. He designed and implemented highly detailed systems, overcoming all challenges with a creative and a growth mindset. However, I believe he has been an even better teammate, always ready to help with insightful technical solutions. If our paths cross once again in the future, I will instantly know that his team is one of a kind.
Róbert Kovács
Eduardo has been one of the key members of the Tools Team here at Creative Assembly. He spent years on our biggest tool, the map editor for all Total War games, and we thank him for many great features. He is passionate about understanding users and delivering the best user experience for the time invested. He is experienced at designing and implementing large systems that stand the test of time. Also a great team worker, finds his way easily even in a team as large as what we have here on Total War.
0
/5.0 / Based on 0 ratingsFilter reviews by:
Experience
-
Metrea Simulations
-
Sweden
-
Aviation and Aerospace Component Manufacturing
-
1 - 100 Employee
-
Senior Engine Developer
-
Apr 2022 - Present
-
-
-
Striking Distance Studios
-
United States
-
Computer Games
-
100 - 200 Employee
-
Associate Render Engineer
-
Jul 2020 - Apr 2022
-
-
-
Avalanche Studios
-
United States
-
Movies, Videos, and Sound
-
1 - 100 Employee
-
Graphics Programmer
-
Sep 2019 - Jul 2020
-
-
Senior Tools Engineer
-
Jun 2017 - Sep 2019
-
-
-
The Creative Assembly
-
United Kingdom
-
Entertainment Providers
-
Tools Programmer
-
Mar 2012 - Jun 2017
Tools programmer Development of main world editor in C++ and Qt Development of resource pipeline tools for map processing and integration with the game Collaboration with graphics and users to keep the editor tool at a high standard. Supporting Multiplayer/networking department on Total War in bug fixing. Supporting UI departments on Total War and Alien: Isolation projects in bug fixing and feature requests. Tools programmer Development of main world editor in C++ and Qt Development of resource pipeline tools for map processing and integration with the game Collaboration with graphics and users to keep the editor tool at a high standard. Supporting Multiplayer/networking department on Total War in bug fixing. Supporting UI departments on Total War and Alien: Isolation projects in bug fixing and feature requests.
-
-
-
AMA studios
-
Germany
-
Retail Apparel and Fashion
-
1 - 100 Employee
-
Programmer
-
Nov 2011 - Jan 2012
Programmer for a Xbox console project UI development with Scaleform and Flash Programmer for a Xbox console project UI development with Scaleform and Flash
-
-
-
Enne
-
Software Development
-
Eduardo Escudero Sánchez
-
Jul 2008 - Dec 2011
Gameplay and graphics programmer Gameplay script programming with HeroEngine and HSL Tool development with .NET and c# Working as a TD in animation department, developing tools in python for Maya, FinalCut and Framecycler Gameplay and graphics programmer Gameplay script programming with HeroEngine and HSL Tool development with .NET and c# Working as a TD in animation department, developing tools in python for Maya, FinalCut and Framecycler
-
-
Education
-
Universidad de Salamanca
Bachelor's degree in computer science, Ingeniería informática -
Universidad de Salamanca
Degree in computer science