Specialist in gameplay programming, application architecture, and user experience.

Resume

Spencer Winson

spencer.winson@gmail.com | www.spencerwinson.com | Toronto Ontario Canada

SUMMARY:

Trained programmer with strong sense of game design. Lead programmer and designer of Monumental Failure, an independent game released on PC/Mac/Linux in January 2017. Professional experience with Unity engine developing mobile games reaching audiences of over 100 million people. A graduate of Carleton University’s computer science program and game development stream, possesses a foundation of computer science principles, leading to strong programming skills. Passion for game development started with modding games such as Half-Life 2 and the Sims as early as 2004.

RELEVANT EXPERIENCE:

Dibs Studio: Senior Unity Engineer, Unity Engine,  May 2019 - Present

Secret Location: Game Programmer, Unity Engine,  April 2017 - May 2019

  • Shipped Titles: World of Peppa Pig (iOS/Android)

  • Ported:  Blasters of the Universe (PC - Viveport store)

Scary Wizard Games: Founder, Lead Designer, Lead Programmer, Unity Engine,  June 2016 - February 2017

  • Shipped Titles: Monumental Failure (PC/Mac/Linux)

Game Hive: Game Developer, Unity Engine,  June 2012 - June 2016

  • Shipped Titles: Beat The Boss Series (Beat the Boss 1,2,3&4) (iOS/Android), Battle Run (iOS/Android), Super Battle Racers (iOS/Android), Tap Titans (iOS/Android), Tap Tycoon (iOS/Android), Flappy Turd Saga (Android), Kitty Flame Highway Warrior (Android), Dot Monster (Android)

RELEVANT SKILLS:

Gameplay Programming:

  • Sole designer and programmer for Monumental Failure, over 1 million views of gameplay on YouTube

  • Sole developer on World of Peppa Pig app as it was brought from soft launch to full release, responsible for spearheading the post release support

  • Beat the Boss series created the challenge of coding and designing comical, physics based interactions through a touch screen device, series has received over 50 million downloads

  • Was responsible for developing prototypes for Battle Run and Super Battle Racers which would heavily influence the final design of the respective games

Technical Design:

  • Monumental Failure supports 4 player split screen with a monument for each player

  • At Game Hive, collaborated with lead artist and animator to create a Flash SWF to Unity asset pipeline

  • The SWF to Unity tool has been used in every Game Hive release since it was created

Multiplayer Networked Gameplay Programming:

  • Responsible for network code of Battle Run and Super Battle Racers

  • Have experience with authoritative and nonauthoritative design patterns

  • Experience with uLink and Photon libraries for Unity

Collaboration and Teamwork:

  • Finds true enjoyment in collaborating with great people to make great games

  • Was part of Game Hive growing from a studio of 5 developers to a studio of 15

  • Familiar with version control (GIT, Plastic) and task-management software (Pivotal, Jira, Basecamp)

Appetite for Learning:

  • Taught self how to use Photoshop, 3DS Max, and Valve’s Hammer Editor for hobbyist level design

  • Learned principles of multiplayer networking while working at Game Hive

  • Monumental Failure incorporates at least 10 different Unity plug-ins.

Passion for Game Development:

  • Interest started in modding The Sims and hobbyist level design for Counter Strike: Source

  • Used level design skills to work in teams on mods such as Dark Source

Programming:

  • Experience with C, C++, C#, Java, Javascript, PHP, Prolog, Scheme

EDUCATION:

Carleton University: Bachelor of Computer Science, Game Development stream, graduated 2012 with High Honours

Ursula Franklin Academy: High School Diploma, graduated 2008 as an Ontario Scholar