Jalpesh Sachania

Senior Physics Software Engineer at DICE (EA Digital Illusions CE AB)
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Greater Guildford Area, United Kingdom, UK

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Experience

    • Sweden
    • Computer Games
    • 300 - 400 Employee
    • Senior Physics Software Engineer
      • Jun 2021 - Present
    • Sweden
    • Computer Games
    • 1 - 100 Employee
      • Jun 2019 - Jun 2021

      Working with the Frostbite Head of Product to determine the Frostbite Roadmap in the Physics, AI and Procedural spaces based on game team requirements and new opportunities to allow Frostbite to innovate in these areas

      • Sep 2014 - Jun 2019

      Senior/Lead Physics Engineer leading a variety of projects, including rigid body physics, character physics, destruction and the physics integration within Frostbite. Additionally, working closely with game teams and at times embedded in the game teams, to allow them to take advantage of physics for gameplay or optimising content for performance and behaviour reasons and integration with animation, networking, AI and audio systems. - Rewrote ragdoll system for Battlefield 1 which was extended and used on Star Wars Battlefront 2- Lead conversions of 6 titles from Havok to our internal physics engine working directly in game code- Created new data driven character motion system in Frostbite- Integrated EATech Character Physics system with Havok used by many Frostbite tiles, like Mass Effect, Mirror’s Edge, Battlefield, Plants vs. Zombies. Show less

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Character Physics Product Owner/Lead Engineer, EATech Physics
      • Sep 2013 - Sep 2014

      Lead development team focused on driven ragdolls and how the technology was integrated into the animation and gameplay systems. Worked closely with the EA Sports game teams to integrate this technology and worked with them to help drive the backlog and roadmap of the technology. - Created Data Driven system for controlling ragdolls that was integrated into the internal Animation Toolkit used by most of EA Lead development team focused on driven ragdolls and how the technology was integrated into the animation and gameplay systems. Worked closely with the EA Sports game teams to integrate this technology and worked with them to help drive the backlog and roadmap of the technology. - Created Data Driven system for controlling ragdolls that was integrated into the internal Animation Toolkit used by most of EA

    • Brazil
    • Software Development
    • Physics Software Engineer, EATech Physics
      • Feb 2010 - Jan 2013

      Working in a central tech team that serviced the entirety of EA that developed and maintained an in-house rigid body physics engine. Worked on several areas including runtime destruction of objects, working on the physics solver to add additional constraints, general code optimisation, general algorithm improvements, additional collision query algorithms. Specialised in driven ragdolls around the setup, authoring and stability. - Part of a 6-person team that made the Player Impact Engine for FIFA12 which used driven ragdolls to add believable interactions between characters - Worked with the Madden team to create the Infinity Engine like FIFAs Player Impact Engine using driven ragdolls for in game interactions Show less

Education

  • University of Leicester
    Doctor of Philosophy (PhD), Theoretical Astrophysics
    2005 - 2009
  • University of Hertfordshire
    Bachelor of Science (BSc), Astrophysics with Scientific Computing
    2001 - 2005

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