About Will deManbey:
I am a Game Developer in the Vancouver area, and I specialize in Gameplay Programming, Design, and Performance Optimization. I am a hard worker, and always try to produce at as high a level as possible. I have a background in computer science that pairs with my unrelenting imagination and strong sense for design, which allows me to more easily gauge scope and anticipate timelines in projects. I want to be challenged by the games I work on, and by the people I work with, in order to create a product that will truly affect those who play it.
Experience
Emerald City Games (July 2019 – Present)
Projects: G.I. Joe: War on Cobra (Android, IOS), Star Trek: Legends (Apple Arcade), Netflix Vikings: Valhalla (Android, IOS)
Engine: Unity 3D
Roles: Gameplay Programmer (July 2019 – December 2021), Programming Lead (December 2021 – Present)
Programming Language: C#
Description: I’ve worked primarily on combat mechanics for base-builder strategy games during my time at ECG, helping to design new interactions for the player. In addition to my programming duties, I’ve been in charge of a 5-person code team on the project, and I engage in sprint and milestone planning, coordinating between the different departments on the project.
Empower Games (October 2018 – January 2019)
Project: Unannounced
Engine: Unity 3D
Role: Lead Programmer
Programming Language: C# Description: Worked on the prototype for an unannounced educational biology game, building out a majority of the initial gameplay systems and mechanics, and integrating all art assets into the game. I also designed the gameplay sequencing for the prototype, basing progression and mechanics around intended learning outcomes.
The Station Game Inc. (January 2016 – October 2018)
Project: The Station (PC, Mac, Linux, Xbox One, PS4), Spring 2016 – Fall 2018
Engine: Unity 3D
Role: Lead Programmer
Programming Language: C#
Description: Worked on almost the entire spectrum of programming tasks for this project, including gameplay programming, UI, menu systems, saving and loading data, special effects, and dynamic cinematic sequencing. Not only did I make sure things worked effectively and smoothly as described in the GDD, but I also ensured that the project is constantly being optimized to improve framerate and overall performance, through more efficient code and Unity best practices.
Education
Bachelor of Science in Game Design
Fitchburg State University, Fall 2014 – Summer 2016
3.94 Program GPA / 3.95 Overall GPA
Associate of Science in Computer Science Berkshire Community College, Spring 2012 - 2014
4.0 program GPA/ 4.0 overall GPA
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