Jeremy Koepke

Software Engineer at Bend Studio
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US

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Tim Laubach

Jeremy is passonate about making good games. He's got good design instincts and the ability to execute that vision. Comfortable with building engine level tech, as well as high level gameplay systems, he is extremely valuable to any game team to which he is added.

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Experience

    • United States
    • Design Services
    • Software Engineer
      • Sep 2018 - Present

      Unannounced Title senior staff animation programmer Days Gone (PlayStation4) senior animation programmer - contributed to end of project - gameplay tweaks(player cover) - optimization - post-launch stability Unannounced Title senior staff animation programmer Days Gone (PlayStation4) senior animation programmer - contributed to end of project - gameplay tweaks(player cover) - optimization - post-launch stability

    • Ukraine
    • Computer Games
    • 100 - 200 Employee
    • Software Engineer
      • Jan 2013 - Aug 2018

      World of Tanks (PlayStation4, XboxOne, Xbox360) senior engineer -tank movement(interpolation, extrapolation, tread simulation) -cameras -controls -matchmaking -server-side gameplay -validation testing of game resources -optimization World of Tanks (PlayStation4, XboxOne, Xbox360) senior engineer -tank movement(interpolation, extrapolation, tread simulation) -cameras -controls -matchmaking -server-side gameplay -validation testing of game resources -optimization

    • Computer Games
    • 1 - 100 Employee
    • Software Engineer
      • Sep 2007 - Jan 2013

      Reign of Thunder - on hiatus (PC) general engineer -animation -gameplay -optimization -cameras Silent Scope - cancelled (Xbox360, PlayStation3) senior animation engineer - animation (tool, runtime, pipeline) - sprinkles of gameplay on top (cover, climbing, CQC, hit reactions/death) F.E.A.R. 3 (Xbox360, PlayStation3, PC) senior animation engineer - animation (tool, runtime, pipeline) - sprinkles of gameplay on top (cover, hit reactions/death) - sideline contributions to Fracture (Xbox360, PlayStation3) Show less

    • United States
    • Accounting
    • 1 - 100 Employee
    • Software Engineer
      • Feb 2004 - Sep 2007

      Marvel-Licensed Boondoggle 2007 - cancelled (Xbox360, PlayStation3) lead animation engineer - gameplay (controls, state machines, character movement) - EA animation tech (tool, runtime, pipeline) - mocap - contributed to beginning of project - Q: Was it any good? A: The studio was shuttered 1 month after I left. DefJam:Icon (Xbox360, PlayStation3) lead animation engineer - EA animation tech (tool, runtime, pipeline) - contributed to end of project - Yeah, I know, I like the other Def Jam games better too. Fight Night Round 3 (Xbox360, PlayStation2, Xbox) lead animation engineer - gameplay (controls, design, implementation) - animation (commands, runtime, pipeline) - mocap Fight Night Round 2 (PlayStation2, Xbox, GameCube) lead animation engineer - gameplay (controls, design, implementation) - animation (commands, runtime, pipeline) Show less

    • United States
    • Computer Games
    • Software Engineer
      • Jun 1999 - Feb 2004

      Fight Night 2004 (PlayStation2, Xbox) lead animation engineer - gameplay (controls, design, implementation) - animation (commands, runtime, pipeline) NBA Street Vol. 2 (PlayStation2, Xbox, GameCube) lead animation engineer - gameplay (controls, design, implementation) - animation (scripting, runtime, pipeline) NBA Street (PlayStation2, GameCube) general engineer - gameplay design - ball physics - cameras - procedural animation - particle system - audio - HUD NBA Live 2000 (PlayStation) general engineer - roster management - HUD - pause menu Show less

    • Canada
    • Software Development
    • Software Engineer
      • May 1998 - Sep 1998

      data mining engineer data mining engineer

Education

  • University of Waterloo
    BMath, Honours Computer Science (with Distinction)
    1995 - 1999

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