Nicolas Quijano

Account Type:
member
Location:
Montreal, Qc Canada
Member since:
April 23, 2002
Last Login:
November 18, 2009
Last Update:
February 28, 2009
Bio:

Skills

Primary Skill:
Advanced Programmer
Secondary Skill:
Skilled Producer
Tertiary Skill:
Skilled Designer
Summary:
Experience:

Game Programmer, Artificial Mind and Movement, 12/2005-4/2006

Worked as game programmer on a publisher demo for Wet The game on A2M first foray into AAA title development, as well as its first next gen console games.
The demo was built for the xbox360, and was green lit, in part thanks to my work on the camera system.
I also integrated Lua scripting into the in-house engine, allowing quick and easy exposure of game logic code for scripting use, enabling designers to edit and tweak parameters and see the results in game without having to rebuild the game, and allowing programmers to do nearly all the game logic coding in script, even all of it at the prototype or tryout stages, with the possibility of folding back performance critical code into native code.

AI and Gameplay programmer, 21-6 Productions, 3/2005- 6/2005 (contract work with telecommute)

AI Programmer using an unreleased third party AI pack for the Torque Game Engine, using this to build AI framework for a First Person Shooter educational game to teach mathematics to teenagers (working name Dimenxia, and recently, Dimension). The game was planned and designed as a companion to a mathematics high school textbook. Did some general gameplay programming on the shooter side of things, both in C++ and the Torque scripting language, with the vast majority done with the latter.

3D Game Programmer, Gameloft Montreal, 8/2004- 1/2005

Mostly worked on two 3d sports titles using the in-house 3d proprietary technology, a full 11 on 11 american football simulation (cancelled) and the 3d version for BREW handsets of Derek Jetter Baseball 2005.
Did part of the refactoring and porting work to allow use of said technology in multiple titles and platforms. Also added some custom, project tailored draw states to the rasterizer.
On both projects, also worked on the 3d integration with the existing game code bases and build systems, which among other challenges, involved starting with the in-development 2d versions of both games, as well as porting J2ME code to BREW in the case of the baseball game. Of course, I regularly had to merge in changes in the 2d builds to their 3d siblings. On Football3D, I was actually the only coder working solely on the game, the others also working on the 2d versions or other projects.
Both projects had mostly the same team for the 3d versions, so I had the opportunity to closely cooperate with the programming lead.

AI Programmer, Torque AIPack/21-6 Productions, 5/2004- 8/2004
Part of the AI Pack team, an as of yet unreleased add-on for Garage Games Torque Game Engine.
Worked on foundation code, as well as the first iteration of the tech/showcase demo.
Did present the pack as one of the speakers at IGC 2004 in Eugene, Oregon.

Technical Director and Lead Developer, Avatar Games, 1/2003 - 1/2004
Avatar Games was a startup computer game studio based in Almonte, Ontario, Canada (near Ottawa)
Designed and developed the technology/software needed to build a single player 3D adventure game, using an existing engine as the basis for the publisher demo.
Coordinated with the art lead, and his need to work efficiently with the existing art assets pipeline.
Using our licensed technology, I built the necessary framework to build our title.
Project was cancelled.

MacOS X Build Master, 21-6 Productions, 12/2002 - 1/2003, telecommuting
21-6 Productions is successful independent game development studio, as well as one of the leading Torque Game Engine licensees.
I was in charge of getting the MacOS X demo build of Orbz 1 ready for MacWorld San Francisco 2003, producing newer builds even as the conference was on to get some performance improvements.
The game was showcased in the Game Center, and was received with rave reviews.

Owner, Consultant/Software Architect and Programmer, IllLogic 1/1994 - Present
IllLogic was my own consulting and solution provider to small businesses, based in Montreal, Qc, as well as my computer game development startup.
As the owner, and sole permanent operator, I have had to tackle a wide variety of problems, and wear many hats doing so: hiring contract help, team leader, project management, negotiating with clients, designing and architecting solutions to the needs of our customers, as well as involving myself in their actual development and implementation, usually being the only team member present on a project lifecycle from beginning to end.
Our customer base has been mostly SMEs, and other self employed contractors needing a hand in their projects.

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