Sebastiaan Sprengers

Lead Tools Programmer at Larian Studios
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Contact Information
us****@****om
(386) 825-5501
Location
Antwerp, Flemish Region, Belgium, BE
Languages
  • Nederlands Native or bilingual proficiency
  • Engels Full professional proficiency

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Experience

    • Belgium
    • Computer Games
    • 300 - 400 Employee
    • Lead Tools Programmer
      • Jan 2017 - Present

      Projects: - Divinity: Original Sin 2 (PC, PS4, XBox One) - Baldur's Gate 3 Description: During the development of Divinity: Original Sin 2 I became the lead tools programmer. I was responsible for the toolset used to create Divinity: Original Sin 2. This also includes things like modding support pipelines/workflows for different teams. I made sure new features were implemented in the editor and workflows were improved. - Team management - Jira - C++ -… Show more Projects: - Divinity: Original Sin 2 (PC, PS4, XBox One) - Baldur's Gate 3 Description: During the development of Divinity: Original Sin 2 I became the lead tools programmer. I was responsible for the toolset used to create Divinity: Original Sin 2. This also includes things like modding support pipelines/workflows for different teams. I made sure new features were implemented in the editor and workflows were improved. - Team management - Jira - C++ - C++/CLI - WinForms - C# - WPF - Perforce (commit/edge) - Visual Studio

    • Tools/Engine programmer
      • Jul 2013 - Jan 2017

      Projects: - Divinity: Dragon Commander (PC) - Divinity: Original Sin (PC) - Divinity: Original Sin Enhanced Edition (PC, PS4, XBox One) - Divinity: Original Sin 2 (PC) Description: After my internship I continued working at Larian Studios. And I finished the AI for the strategy map in Divinity: Dragon Commander. This was mostly fine tuning the genetic algorithm to find a challenging but fun experience for the players. After the release of Divinity: Dragon Commander… Show more Projects: - Divinity: Dragon Commander (PC) - Divinity: Original Sin (PC) - Divinity: Original Sin Enhanced Edition (PC, PS4, XBox One) - Divinity: Original Sin 2 (PC) Description: After my internship I continued working at Larian Studios. And I finished the AI for the strategy map in Divinity: Dragon Commander. This was mostly fine tuning the genetic algorithm to find a challenging but fun experience for the players. After the release of Divinity: Dragon Commander I worked on the engine and toolset for Divinity: Original Sin. I was responsible for improving the IO system which includes things like packaging game data into packed files and improving disk access to reduce loading times. I also worked on the editor used to create the content of Divinity: Original Sin. I worked on improving the editor's performance and creating new features + their UI's for artists, designers, scripters, writers, ... to use on a daily basis. A big part of this was adding modding support for Divinity: Original Sin and its toolset. This allowed for the community to mod the game and publish the content on the steam workshop. When working on Divinity: Original Sin Enhanced Edition I created a new file format in which most of the game's object data is stored. This together with adding multi threaded saving and serialization improved saving and loading times in Divinity: Original Sin Enhanced Edition. Afterwards I implemented the IO and new systems + improvements on PS4 and XBox One. For Divinity: Original Sin 2 I worked mostly on the editor and toolset. This includes almost all of our different content pipelines for the different teams (art, animation, scripting, ...). From source data to exported game data & packaging. I also was responsible for setting up a new and improved workflow for perforce (+ servers) and its link with the editor. - IO systems - C++ - C++/CLI - WinForms - C# - WPF - Perforce (commit/edge) - Visual Studio - Jira - PS4 - XBox One

    • Internship
      • Feb 2013 - Jun 2013

      Projects: - Divinity: Dragon Commander (PC) - Divinity: Original Sin (PC) Description: As an intern I started at Larian Studios working on the engine and toolset used to create Divinity: Original Sin and Dragon Commander. After a while I switched to creating an AI for the strategy map in Dragon Commander using a genetic algorithm. - C++ - C++/CLI - WinForms - Perforce - Visual Studio

Education

  • Hogeschool West-Vlaanderen - Vlaamse Autonome Hogeschool
    Bachelor's degree, Digital Arts and Entertainment
    2009 - 2013

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