Mark Reichert

Software Engineer & Architect

Anno 2205

Gameplay Programmer @ Ubisoft Blue Byte Mainz

Implementation of Gameplay Mechanics
User Interface implementation in C++ and Actionscript
Implementation of new functions for internal development tools in C++, C# and WPF
interdisciplinary cooperation with the departments Game Design, Content Design and Software-Developers

Reverse-Engineering
Dark Age of Camelot

C++ Unreal C# ASP.Net & Entity Framework Core

Spells and GameplayAbility System, Mob Spawner

Inventory, Equipment, Actionbar and ToolTips


Account- and CharacterData are stored in a separate ASP.Net Core application.

Users can create an Account on the LandingPage and inspect their Characters

Own Graphics Engine

C++ OpenGL DirectX Vulkan QT PhysX

Vulkan API Port with better graphics and performance
Terrain Tessallation
Physically Based Rendering
Instancing

Terrain Texture Painting with old rendering, focusing on QT Editor Design

The Character and its PhysX Controller can be configured in the UI via an QT PropertyBrowser.

Tiki Defence

C++ DirectX PhysX Artificial Intelligience

Tiki Defence is a Real-Time Sci-Fi Strategy Game.
Student Team-Project #3 in Games Academy

Panzer Admiral

C# Farseer Physics Engine

A 2D Physics Shooter.
#1 Semester Student Team-Projectin Games Academy

Lightstream

C# Unity Engine

LightStream is a 3D Jump-And-Run Game
#2 Semester Student Team-Project in Games Academy

Bachelor Thesis

C# XNA PhysX.Net

Graphics Programming Project