Antoon Groenewoud

Antoon Groenewoud

Germany
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Antoon Groenewoud

Antoon Groenewoud

Germany
Member since November 12, 2013
Antoon is a top programmer and designer with experience ranging from entrepreneur to freelancer to CTO. He is active within the games industry with a knack for novel, complex solutions, and the ability to quickly integrate into any team and adapt to the problem at hand be it UI/UX or back-end or anything in between.
Antoon is now available for hire
Portfolio
Experience
  • C++, 7 years
  • Cg, 5 years
  • C#, 3 years
  • OpenGL, 8 years
  • DirectX, 1 year
  • iOS, 3 years
  • Unity, 3 years
  • Android, 1 year
Germany
Availability
Part-time
Preferred Environment
Unity3D, Visual Studio, Eclipse, Xcode
The most amazing...
...thing I've coded was a fully fledged 3D game engine that sported collaborative online editing.
Employment
  • Freelance Programmer
    Old Skull Games
    2013 - 2014
    • Designed and wrote patching pipeline for soft patching mobile platforms depending on localization and device type filters with easy to use but extensive patch builder using an XML based DSL.
    • Consulted and provided custom tailored documentation regarding the Android platform.
    • Created a modular cross platform video player plugin for Unity3D that supports subtitles.
    • Ported Unity/iOS game to Unity/Android.
    Technologies: Java, Android, Unity3D, iOS, Obj-C, C#, Amazon S3, XML
  • CTO
    Happy Tuesday
    2011 - 2013
    • Created an easy-to-use, scalable, modular tool to bundle assets for artists.
    • Researched and documented the in and outs of Unity3D for our team.
    • Created a scalable, modular DSL for handling complicated unit values like health and the effects on them.
    • Wrote a very efficient, modular sprite loading and rendering system for a novel 3D rendering technique.
    • Designed and wrote camera system, fog, and environmental shaders together with artists.
    • Identified and solved many rendering bottlenecks for the iPhone.
    • Ported Pet Vegas game from Facebook to iOS with an artist.
    • Created a Flash exporter that rasterized and bonified art for use within Unity3D.
    • Assessed potential projects, new technologies, and interviewed programmers.
    • Created 5 unique player characters each with unique visuals, abilities, and 25 unique skills.
    • Created effects system and tools including efficient but impressive explosions, complicated projectiles, sound management system, and more.
    • Worked closely together with people with diverse specialties to create complicated features.
    • Worked on a regression testing system and auto building system that combined Cruise Control, SVN, Trac, and Unity3D.
    Technologies: Unity3D, C#, Objective-C, Java, Cocos2D, iOS, Android, Trac, Cruise Control, Media Wiki, SVN, Modo, Flash, PHP, JSON, SOAP, XML, Facebook Development, Facebook API
  • Assistant Teacher: Game Development
    Deltion College
    2008 - 2009
    • Taught first-year students the basics of everything from scripting to texture unwrapping.
  • Founder / Designer / Developer
    Perfect Prefabs
    2007 - 2008
    • Created a transaction tracker to learn about our customers and sales. It included a PHP back-end and web interface.
    • Researched the market; designed and created many products.
    • Created and maintained the company website including the design, art, and programming.
    • Managed the company's community and hosted live events.
    • Created many tools used for creating and selling products.
    Technologies: Second Life / LSL / PHP
Experience
  • "Flexine" Game Engine (Development)

    After joining the Games Academy, I decided to leave behind my "April" engine and start fresh. It evolved from 2D to 3D and offline to online. It ended up having a 3D renderer, animation system, particles, deferred lighting, a UI system, Lua scripting, a terrain engine, math and geometric functions, spatial partitioning, and more. It focused on online collaborative working à la Google Docs, in real-time while playing the game. At the time I did not know about Gdocs or Shark3D, which also implemented something similiar. If you were a dev you could change scripts in real time and they would update on everyone's computer. Example: Someone could play while a dev was editing how the inventory UI worked.

  • "Haunted Island" Tablet 3D Strategy Game (Development)

    When I joined Happy Tuesday, we started creating Haunted Island in Unity3D. I was the only programmer at the time and wrote all the core systems, and later 2 more programmers joined. I joined to learn more about game development itself because I was so focused on engines. What I found especially interesting is how many states the code has to deal with and how different the quality assurance is.

  • "Pet Vegas" Flash to Unity/iOS Port (Development)

    The client wanted to reach the mobile market with their Facebook/Flash game. I was the only developer as we ported it to Unity/iPhone/iPad in just over 3 months. It was a slot machine game that included minigames like black jack. It also sported many small unique cutscenes which presented an interesting challenge to port. It had significant Facebook integration, a strong connection with a php backend, and tried to achieve maximum graphical fidelity which is a significant challenge on iPhones. I wrote an exporter that rasterized the pre-existing animated vector graphics in Flash to bones and sprites which saved a lot of time and money.

  • Web Transaction Tracker (Development)

    I wrote a tool that tracked transactions in Second Life for Perfect Prefabs. This way we could see what products were popular, who were our biggest costumers in terms of sales, revenue, and time periods. It had two main parts: The web user interface that was generated by PHP, and the Second Life scripts that would access a PHP web interface to store new data into an SQL Database.

Skills
  • Languages
    Cg, C++, HLSL, C#, GLSL, Objective-C, C++/CLI, XML, Lua, HTML, ActionScript, XSLT, PHP, JavaScript, Java
  • Frameworks
    RakNet, .NET, Box2D, Bullet, Cocos2d, Mono, JNI, Boost, Android SDK
  • Libraries/APIs
    OpenGL ES, OpenAL, OpenGL, DirectX, Newton, iOS Storekit, Win32 API, .NET BCL, Facebook API, CSTD, FMOD, iOS Native Libraries
  • Tools
    Visual Studio 2008, MonoDevelop, SVN, Microsoft Office, Open Office, Trac, Blender, Xcode, MediaWiki, Google Docs, Eclipse, JIRA, Redmine, Adobe Flash, Git, Collada, FBX
  • Platforms
    Unity, Android, iOS, PC based platforms, Windows, Mac, Nintendo DS, Nintendo Wii
  • Misc
    Cruise Control
Education
  • N/A degree in Design & 3D Programming
    Games Academy - Berlin, Germany
    2009 - 2011
  • N/A degree in Design Animation & Games
    Deltion College - Zwolle, Netherlands
    2004 - 2008
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