David Knopp
Gameplay Programming | Game AI | Tools | Tech art
Skills
Technical
Gameplay Programming
Game AI Programming
Rapid Prototyping
Tools Development
Linear Algebra
Shaders
Engine Architecture
Languages
C#
C++
CG / HLSL
Python
Tools
Unity
Unreal Engine 5
Zenject
Photon Fusion
Blender
Maya
FMOD
Work Experience
Very Very Spaceship
Senior Engineer — July 2017 – August 2024
- Implemented server authoritative multiplayer with client-side prediction using Photon Fusion
- Created a versatile character controller, supporting varied movement abilities and object interaction
- Worked closely with artists to integrate animation features
- Developed modular gameplay elements and tools, enabling rapid iteration on mechanics and levels
- Implemented and iterated many gameplay features including ziplines, in-game events, leaderboards, a gameplay attribute system, fishing, and many others
- Researched and developed avatar customization techniques using vector displacement mapping to support varying body shapes and sizes
- Streamlined artist workflows with Maya tools for deformation-resistant clothing textures and runtime body deformation previews
- Implemented prototypes showcasing the target look and feel for updating avatar customization, which was used to get the production green-lit
- Implemented many client-side features including combat, multiplayer raids, animation tooling & support, UI, and AR combiner battles
- Implemented map features including mesh generation, dynamic fog-of-war, and shader effects
- Created a library for strongly-typed gameplay messaging
- Mentored client engineers, advocating code quality with frequent code reviews
- Developed most core systems and gameplay features, including match mechanics, avatar customization, and destructible buildings
- Created an active ragdoll character controller with procedural animation
- Integrated Microsoft’s Mixer API, enabling up to 40 players to participate in live-streamed games through their web browser with very low latency
E-Line Media
Engineer — May 2015 – July 2017
- Worked closely with the art team to design and implement custom fog and lighting effects to stylistically mimic underwater environments
- Implemented a utility AI system, enabling designers to create believable behaviors quickly
- Implemented various gameplay features including an ability system with accompanying graphical effects and shaders
- Created various development tools including an in-game debug console
- Implemented a user interface tailored for mobile, supporting both touch and gamepad inputs
- Maintained and extended the localization workflow, supporting 17 languages
Education
DigiPen Institute of Technology
BSCS in Real-Time Interactive Simulation — August 2011 – April 2015