Work Experience

November 2023 — present

Senior Gameplay Engineer

Companion Group - Remote, Vienna, Austria
February 2022 — November 2023

Gameplay Programmer

Ubisoft - Stockholm, Sweden

Worked on an unannounced and brand-new game IP which leverages the potential of Ubisoft's in-house cloud-based technology Scalar - led by Ubisoft Stockholm. The majority of work was focused on low level gameplay foundation systems very close to engine code, developed in close collaboration with technical directors and other lead programmers, and to propagate knowledge of these new systems to all development teams to ensure clarity and efficiency.

July 2020 — February 2022

Gameplay Programmer

Ubisoft - Bucharest, Romania

Part of the core development team for various gameplay systems on Ghost Recon Frontline (11/2019 - 02/2022) within the lead studio for the game. Work was spread around various areas throughout the development on client and server side, such as but not limited to: progression, class, inventory, loot, weapon, vehicle, and news systems, various UIs, matchmaking algorithms, user data tracking, or daily quests/challenges.

November 2018 — June 2020

Junior Gameplay Programmer

Ubisoft - Bucharest, Romania

An active part of different development teams with a broad range of responsibilities in features and other tasks, accompanied with the commitment to deliver memorable gaming experiences.

Ghost Recon Breakpoint (06/2019 - 11/2019): The workload focused on the release of the fully-internal developed PvP system, as well as the Google Stadia port of the game. The main responsibilities revolved around the Stadia port with novel platform challenges but also included bugs and issues in various PvP gameplay mechanics, data-driven features, user interfaces, client-server features, and other main game issues.

Watch Dogs: Legion (11/2018 - 06/2019): The studio's mandate of the game required to work and dive into every existing world activity gameplay element, to develop and iterate on new sub-features, and fix various bugs. This included the photo camera, mode and booth, football kick-up, Parcel Fox delivery, street art, relic hunt, bare knuckle boxing, riding the London Eye, and Pub activities such as getting drunk and playing darts.

Additionally, voluntarily involved in the Ubisoft Bucharest internal trainers program as a mentor for high school students.

February 2015 — May 2016

Unity Game Developer

Grape Leaf Studio - Vienna, Austria

Part-time C# programmer responsible for the entire user interface, gameplay improvements and integration of sound effects. Furthermore, involved in production of special effects, co-creation of game concepts, and QC management.

Game production: Space Dash: Earth Defender for iOS and Android.

April 2014 — August 2014

Junior Consultant

rit-edv consulting GmbH - Vienna, Austria

Core tasks for the in-house production e-Sign in customer service and support, server configurations and software development in Java.

November 2011 — April 2014

Junior Consultant

IVM Technical Consultants - Vösendorf, Austria

Continous consultant operation as an electrical engineer for static excitation systems at a well-known company.

Consulting core tasks in preparation of wiring plans, error correction in automatic generated standard wiring plans, work preparation for the company's internal manufacturing - as well to keep in touch with the manufacturing team to determine issues and innovations. Also development process innovation, product care, development standardization and implementation of new systems and changes.

January 2011 — July 2011

Military Service

Austrian Armed Forces - Mistelbach, Austria
August 2010 — January 2011

Electrical Technician

PVT Austria - Neudorf/Staatz, Austria

Core tasks in assembly of electric filling stations, manufacturing of printed circuit boards (component placement and test) and technical work in the field of electical engineering.


September 2016 — October 2018

Master of Science in Engineering

Game Engineering and Simulation Technology
University of Applied Sciences Technikum Wien - Vienna, Austria

Graduated with a US GPA of 3.84 and the master thesis subject of "Using Procedural Content Generation via Machine Learning as a Game Mechanic."
The thesis addresses the possibilities and demonstrates the development of a first-person shooter game mechanic which uses a generative machine learning model to produce new weapons. The prototype was realized in Unreal Engine 4.

January 2018 — July 2018

Short-Term Scholar

Digital Media
Drexel University - Philadelphia, PA, USA

Visit as a short-term scholar to write the master thesis, supervised by Dr. Santiago Ontanon.

October 2015 — July 2016

Master of Science

Media Informatics
University of Vienna - Vienna, Austria

Completed courses: Render Engines, Gaming Technologies, Advanced Media Technologies, Advanced Software Engineering, and Multimedia Systems.

September 2012 — June 2015

Bachelor of Science in Engineering

Information and Communication Systems and Services
University of Applied Sciences Technikum Wien - Vienna, Austria

Graduated with a US GPA of 3.45 and the bachelor thesis subjects of "3D World Generation with Open Government Data" and "A Game Design for a Serious Game about the Smart City Vienna."

September 2005 — June 2010

Technical College Graduation

Engergy Engineering
HTL Hollabrunn - Hollabrunn, Austria