Joseph Oros
Verified Expert in Engineering
Game Developer
Joseph is a passionate game developer. At Nordeus, he contributed to titles such as Top Eleven and Spellsouls. He also collaborated closely with Unity to develop their new DOTS technologies, was involved in Unity's 2017 massive battle tech demo, and optimized 2018 Megacity for mobile. Joseph is a capable and experienced developer specializing in rendering, performance analysis, optimizations, real-time networking, and game architecture.
Portfolio
Experience
Availability
Preferred Environment
Shaders, Visual Studio, Windows, Git, Unity3D, Unity
The most amazing...
...collaborative project I worked on with Unity was for developing its new DOTS (high-performance C#) system.
Work Experience
CTO
Siege Entertainment
- Developed a fully data-oriented gameplay system in Unity with a custom Entity component system.
- Developed a full C# back-end server using Entity framework.
- Designed gameplay systems for a real-time action RPG mobile game.
- Developed a custom and highly optimized in-house UI system.
Senior Software Developer
Nordeus
- Built and explored new ideas with quick game prototypes.
- Created multiple Shaders used company-wide, most notable a VFX Shader and cheap PBR-like Shader for mobile. Acted as the go-to person for rendering issues and Shaders.
- Optimized countless issues company-wide and helped team members learn about performance and optimizations. Served as the go-to person for performance issues.
- Created a powerful in-house debugging and automatic testing tool used by all projects company-wide, drastically reducing iteration time on mobile devices and improving the quality of live products.
- Held talks on conferences and in-house about rendering, performance, and optimizations.
- Collaborated with Unity on behalf of Nordeus to develop the new data-oriented technologies and helped build and optimize the 2017 and 2018 technology demos.
- Developed an in-house real-time networking solution handling multiplayer physics.
Experience
Top Eleven
https://www.topeleven.com/I supported the team with my in-house debugging and automatic testing tool. This helped them set up the system and implement newly requested features. The tool was used to automatically install the build on multiple test devices and run test cases. This included running the UI of the actual game and checking unintended differences from the previous builds. This helped catch numerous bugs that would otherwise make it to production.
Massive Battle in the Spellsouls Universe (Unite Austin 2017)
https://github.com/Unity-Technologies/UniteAustinTechnicalPresentationMegacity Demo (Unite LA 2018)
https://unity.com/megacitySpellsouls
It included several unit types, approximately 30 spells, and PvP multiplayer options. I delivered top-of-the-line graphics and Shaders for mobile devices at the time. The Shader I made was used for all effects and set up the effect development pipeline. I also created optimizations and scaling strategies as the lowest end target device requirement had to be met. My debugging and testing tools played a large role in helping with iteration time on devices.
Skills
Libraries/APIs
Entity Framework, Windows Forms (WinForms), OpenGL, OpenGL ES
Tools
Git, Visual Studio
Frameworks
Unity, Unity3D, OGRE, Unreal Engine 4
Languages
HLSL, Cg, C#, Game Maker Language, GLSL, C++, Java
Platforms
Mobile, Windows, PC
Other
3D Rendering, Unity Shaders, Rendering Performance, Performance Analysis, Game Development, Video Games, 3D Games, 3D Graphics, Game Design, Multiplayer, Game Tools Development, ILAsm, Shaders, Optimization, Rendering, Visual Effects (VFX), Virtual Reality (VR), Augmented Reality (AR)
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