John Gurney

Principle Network Programmer at ROCKSTAR NORTH LIMITED
  • Claim this Profile
Online Presence
Contact Information
Location
Edinburgh, Scotland, United Kingdom, GB

Topline Score

Bio

Generated by
Topline AI

0

/5.0
/ Based on 0 ratings
  • (0)
  • (0)
  • (0)
  • (0)
  • (0)

Filter reviews by:

No reviews to display There are currently no reviews available.

0

/5.0
/ Based on 0 ratings
  • (0)
  • (0)
  • (0)
  • (0)
  • (0)

Filter reviews by:

No reviews to display There are currently no reviews available.
You need to have a working account to view this content. Click here to join now

Experience

    • Principle Network Programmer
      • May 2017 - Present

      Red Dead Redemption 2 Online (PS4, XBox) Red Dead Redemption 2 Online (PS4, XBox)

    • United Kingdom
    • Book and Periodical Publishing
    • 1 - 100 Employee
    • Senior Network Programmer
      • 2005 - May 2017

      GTA V Online (Xbox360, PS3, XB1, PS4, PC)- This expanded on the work we had done for GTA IV. We improved and streamlined the multiplayer gameplay systems and supported the many additional gameplay features the game provided. I was also solely responsible for networking the multiplayer scripts which the online game is built on. Max Payne 3 (Xbox360, PS3)- I was credited on this but did not work on it. The multiplayer used the code I had helped write for GTA IV.GTA IV: The Ballad Of Gay Tony (Xbox360, PS3)GTA IV: The Lost And The Damned (Xbox360, PS3)- These involved networking any additional gameplay features provided by the two expansion packs, and supporting the mission scripters.GTA IV (Xbox360, PS3)- I was given the daunting task of networking GTA from scratch and worked on this on my own for a year before I was joined by another programmer (Dan Yelland). Our work involved synchronising the state of the world - pedestrians, AI, vehicles, weapons, script state, events, etc, etc.

    • Programmer
      • 1999 - 2005

      General programmer on GTA San Andreas (PS2, Xbox, PC).- I came onto the project towards the end and so helped out in various areas, mostly AI.Animation / gameplay / physics programmer on Manhunt (PS2, Xbox, PC)- I was solely responsible for many areas in the game: all animation coding, AI state machines, player control, weapons and physics.

    • Germany
    • Restaurants
    • Programmer
      • 1997 - 1999

      Body Harvest (N64)- Responsible for all alien AI, including bosses.Drummer on the GTA1 & 2 soundtracks

    • Tools Programmer
      • 1995 - 1997

      Worked on the world editors for Body Harvest (N64) and Zenith (unreleased). These were used by the artists to build the game levels. Both were written in OpenGL and XWindows.

Education

  • The University of Edinburgh
    Bsc Hons, Computer Science
    1987 - 1991

Community

You need to have a working account to view this content. Click here to join now