Andy Reimann, Software Developer in Petaluma, CA, United States
Andy Reimann

Software Developer in Petaluma, CA, United States

Member since March 18, 2022
Andy is a professional developer with over ten years of experience. He has taken on many different responsibilities during his career ranging from back-end development to front-end development. He has also had experience with DevOps. While most of Andy's expertise is in game development, he can also work in many other fields like tools development, finance, mobile development, and more.
Andy is now available for hire

Portfolio

Experience

Location

Petaluma, CA, United States

Availability

Part-time

Preferred Environment

MacOS, Slack, Git, Xcode, WebStorm, C++, Node.js, Unity3D

The most amazing...

...project I've worked on was for the game Assassin's Creed Identity, a mobile version of Assassin's Creed developed with Unity.

Employment

  • Senior Software Engineer

    2019 - 2021
    AppLovin
    • Developed a Qt 5 3D asset management tool for designers and artists to manage game content for our legacy game engine—this tool profoundly impacted productivity. Hired multiple team members for this project and led the team.
    • Hired and mentored a small tools development team.
    • Planned and executed a complex asset deprecation process for existing game projects to accelerate the games and increase user experience.
    • Developed workshops for artists about how to effectively use the tools we were creating in the tools team.
    • Contributed to the research and development team researching efficient 3D game map solutions using Unity on mobile devices utilizing Unity's DOTs system and multithreading.
    Technologies: C++, OpenGL, CMake, Python, Lua, Unity3D, C#
  • Senior Software Engineer

    2015 - 2019
    Machine Zone
    • Developed and planned a new 3D mobile game engine from scratch with a research team using C++, OpenGL, and Metal.
    • Developed a new high-performance mobile UI engine from scratch in C++ using OpenGL.
    • Helped the game teams deprecate some old asset types in the games.
    • Transitioned the entire developer team with two other colleagues and used CMake to increase efficiency.
    Technologies: C++, OpenGL, CMake
  • Game Developer

    2014 - 2015
    Ubisoft
    • Developed the entire server logic for Assassin's Creed Identity.
    • Set up high-performance client-server communication using Protobuf.
    • Implemented a random map generator for the game to provide virtually unlimited game content for users.
    • Developed a testing tool for our quality assurance (QA) that cut testing time by at least 30%.
    Technologies: Java, NoSQL
  • Lead Game Developer

    2012 - 2014
    FISHLABS Entertainment GmbH
    • Developed the majority of the back end for the game "Galaxy on Fire: Alliances".
    • Performed a lot of MySQL query optimization to increase execution speed in some cases by 95%.
    • Transitioned the back end from PostgreSQL to MySQL, which increased the speed of the back end by three times.
    • Implemented the solar system map generator for the game using a Voronoi diagram.
    Technologies: Java, MySQL, Hibernate, SQL

Experience

  • StockFit: Long Term Investment, Simplified
    https://blog.stockfit.io/

    Developed a React Native and Expo-based mobile app to support long-term investors in the stock market. I built the entire tech stack from back to front.

    The back end is written in Node.js and uses an express server and a WebSockets server. It is fully hosted in AWS.

  • Assassin's Creed Identity
    https://www.youtube.com/watch?v=ybZ_obTv5Vk&ab_channel=Ubisoft

    Developed for a Unity3D based Assassin's Creed game that I worked on as the back-end developer.

    My responsibilities were developing the database structure and implementing the entire client-server communication system. I also created multiple smaller tools that increased development and testing efficiency.

  • Jade: Game Asset Creation Tool for Artists

    This project was started by me at Machine Zone and written in C++ using Qt. The task of the tool was to allow artists to view and edit game assets of many different kinds (maps, 3D assets, and UI screens). It was tailored towards Machine Zones' internal proprietary game engine. All features were developed in close coordination with the artists using the tool, which allowed us to increase their efficiency significantly.
    I also hired and mentored multiple team members for this project.

Skills

  • Languages

    C++, SQL, C#, C, Java, Python, Lua
  • Frameworks

    Qt 5, Unity3D, React Native, Hibernate
  • Libraries/APIs

    OpenGL, Node.js, Sockets, Plaid API, React Redux, React, AMQP, Slack API, Facebook API
  • Tools

    Git, Xcode, Expo, CMake, AWS CloudFormation, WebStorm, AWS ECS, Auth0
  • Platforms

    MacOS, Kubernetes
  • Storage

    MongoDB, MySQL, Redis Cache, NoSQL
  • Other

    Computer Graphics, AWS, IEX Cloud API

Education

  • Bachelor's Degree in Information Systems
    2007 - 2011
    Bauhaus University Weimar - Weimar, Germany

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