Elliot Pjecha

Elliot Pjecha

Liberty, Missouri, United States
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Elliot Pjecha

Elliot Pjecha

Liberty, Missouri, United States
Member since March 27, 2015
Elliot has been developing games for eight years, five of which were spent exclusively in Unity3D. He has done substantial work in extending Unity3D's functionality, robustly implementing traditional C# paradigms via Unity's user interface. He is an articulate, effective communicator who prides himself on his creativity and flexibility throughout all phases of development, and enjoys working on teams of all sizes.
Elliot is now available for hire
  • C#, 4 years
  • Unity3D, 5 years
  • Microsoft Kinect, 3 years
  • Gimp, 3 years
  • Inkscape, 1 year
  • Object-oriented Programming (OOP), 5 years
  • iOS, 3 years
  • Android, 3 years
Liberty, Missouri, United States
Preferred Environment
Unity3D, MonoDevelop
The most amazing...
...thing I've coded is a user-driven Kinect experience which made use of Point Cloud data to allow free-form and intuitive gameplay with little to no instruction.
  • Lead Plugin Developer
    F of X Development
    2014 - PRESENT
    • Formulated, designed, and developed Unity extensions and plugins for sale on the Unity Asset Store.
    • Filled in major gaps in Unity's functionality, allowing for everything from in-editor delegate pointing and event subscription to debug visualization and bezier curve-based pathing.
    • Wrote extremely reusable modules and components in order to achieve quicker turnarounds and shorter development times in a C# environment.
    • Increased Unity's usability and flexibility to allow for common C# design paradigms to be implemented via Unity's user interface.
    • Extended Unity Editor functionality in order to make creating new, specific, and reusable tools quick and intuitive.
    Technologies: Unity3D, C#, MonoDevelop
  • Lead Programmer
    Bazillion Pictures, Inc.
    2010 - 2014
    • Designed, built, tested, and supported mobile and web-based games and applications.
    • Aided in requirement gathering, initial layout, conception, and storyboarding.
    • Created tradeshow experiences and performance art installments that allowed for free-form, intuitive user interaction with minimal instruction or oversight.
    • Designed and implemented reusable, animated GUIs capable of cross-platform implementation and depolyment.
    • Created reusable Unity plugins for sale on the Unity asset store and for extensive use on company projects.
    Technologies: Unity3d, XCode, Android SDK, C#, Augmented Reality, Kinect SDK, MonoDevelop
  • Team Lead
    Middleman Games
    2007 - 2010
    • Recruited team members and organized labor and workflow.
    • Developed game concept, designed user interaction, laid out levels, and storyboarded game progression.
    • Designed, modeled, textured, animated, and implemented enemies, playable characters, support characters, and set pieces.
    • Researched game engines and support software and found low-cost alternatives for game and asset development.
    • Developed, tested, and debugged enemy and support character AI as well as user controls and physics simulations in a Python and C# environment.
    Technologies: Blender, Unity3D, MonoDevelop, Photoshop, GIMP
  • 2010-2014 App Development Demo Reel (Other amazing things)

    This is my interactive demo reel for the years 2010-2014. It contains several projects mentioned in this section, along with some others not yet documented. Please feel free to contact me with any questions you might have about any of these projects, or ones like them!

  • Inferno DUO Augmented Reality App (Development)

    I developed an Augmented Reality (AR) app for the agricultural company Arysta LifeScience. I had a hand in all parts of development and handled all direct programming myself. Technologies used include Unity3D and the Vuforia Augmented Reality SDK.

    Please refer to my 2010-2014 demo reel for a look at this and other applications I helped develop.

  • Autodesk Digital STEAM Applied Mechanics App (Development)

    On this project, I worked as the sole programmer in charge of all user interaction and GUI creation, as well as all testing and debugging. I also aided in the development of the app's look and feel and each individual game's concept. The application was developed for both web and mobile deployments with an emphasis on iPad.

  • Attack of the Zombie Sheep (Development)

    A Kinect-based game used in a tradeshow to attract potential clients. The user would interact with the game using the Kinect's Point Cloud data, which enabled them to use any real-world implement they chose to fight off the zombie sheep. Technologies used include Unity3D and Microsoft Kinect SDK.

  • Quixotic's 'Stimulus' Performance (Development)

    A fully interactive stage performance set to music. By tracking the dancer's motions, we were able to project an interactive digital overlay on to a semi-transparent fabric hung between the stage and the audience. After the performance, the public was invited to interact with the piece themselves. I developed all code and helped in the conceptualization of this piece. Technologies used include Unity3D and Microsoft Kinect SDK.

  • Bird Bounce (Development)

    Bird Bounce was a mobile app I developed as part of Toptal's entrance exam. During a two-week period, I developed the game concept, designed all characters, UI, and animation, developed art assets, levels and enemy AI. This app used most of Unity's 2D capabilities, as well as Mecanim, Inkscape, and the GIMP image editor.

  • Languages
  • Frameworks
    Microsoft Kinect, Unity3D
  • Tools
    Inkscape, Adobe Photoshop, Adobe Illustrator, MonoDevelop, Gimp, Blender, UnityScript, MS Visual Studio
  • Paradigms
    Object-oriented Design (OOD), Object-oriented Programming (OOP)
  • Platforms
    Vuforia, Unity, iOS, Android, Xamarin
  • Libraries/APIs
    SQLite, Facebook API, SQLite.NET
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