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