Gafgar Davallius
Game Engine Programmer at Luminous Productions(Square Enix Group)- Claim this Profile
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Swedish Native or bilingual proficiency
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English Full professional proficiency
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Japanese Limited working proficiency
Topline Score
Bio
Experience
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Luminous Productions(Square Enix Group)
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Japan
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Computer Games
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1 - 100 Employee
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Game Engine Programmer
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Dec 2020 - Present
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Coilworks
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Japan
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Computer Games
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1 - 100 Employee
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Creative Director, Programmer, Co-founder
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Jul 2010 - Present
I co-founded Coilworks and have had a heavy focus on programming the engine and tools from day one, but I’ve also been responsible for most gameplay design and thus implementing a lot of gameplay systems too. Such as the whole player movement mechanics and interactions in Cloudbuilt and Super Cloudbuilt, as well as the unrelated prototype projects. This includes the hot-loadable layered state machine and collision systems, used by other game agents too. I've been involved to some degree in pretty much every part of the engine, but as another example, I was solely responsible for the animation system, file formats and tools for setting up and debugging animations and animation blending. On top of design and programming I also worked with art and sound. Including making the main character model for Cloudbuilt and animating some of the player animations. I also did tech art, such as making the shader for Cloudbuilt's defining art style, and various special effects. It's hard to list everything here, but I hope this gives an idea of the kind of involvement and experience I have at Coilworks. At the moment I’m mostly just doing community and tech support for Coilworks, as my main job is at Coffee Stain Studios since 2019. I've attached a video showcasing some of the development over the years. But please keep in mind that this was all done on a team of roughly 6 developers at a time. And only 2 programmers for the majority of the time. Responsible for both the engine, tools and game. This is also not a full list of all my work at Coilworks. As there were multiple unreleased games and prototypes too. Show less
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Coffee Stain Studios
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Sweden
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Computer Games
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1 - 100 Employee
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Senior Software Engineer
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Feb 2019 - Nov 2020
I've mostly focused on performance and network optimizations for Satisfactory but have other tasks sprinkled in here and there. Including prototyping new features and implementing them and sometimes counseling other studios in relationship with Coffee Stain Studios. Some of my tasks has included: - Added building recolor feature that worked with a generalized instancing system (before UE4 had it’s instancing improved), making all buildings in Satisfactory instanced and colorable with minimal work for other disciplines. - Conveyor replication data usage optimization. Wrote a new delta serialization system for conveyors, taking the average case down by about 90%. This also included identifying and fixing a relatively low level engine bug. - New feature prototyping and development: Transport Tubes & Pipe Building. I implemented and evaluated multiple new spline based build tools for the game while improving the ones that were there to minimize artifacts in the spline mesh rendering. While also streamlining general build mechanics in the game. - New Crossplay multiplayer solution using Epic Online Services, to enable multiplayer between Steam and Epic Games Store. It was a lot of work, as it involved stripping out multiple old systems with a lot of legacy and implementing a new solution with a fresh and yet to be released EOS SDK. - Debug & Cheat menu: Added fast hierarchical cheat menu with quick approximate string match filtering and keyboard navigation, default values and custom sorting possible to streamline a lot of common cheats or debugging. Which improved development speed a lot, especially when combined with a new powerful quick access debug flight mode. I additionally organize a shared document for co-workers to suggest and vote on new debug or cheat features. Show less
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Education
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University of Skövde
-, Various game development related courses