Spencer Winson
spencer.winson@gmail.com | www.spencerwinson.com | Calgary Alberta Canada
SUMMARY:
With over a decade of experience in Unity game development, Spencer builds on the foundation of a computer science degree, combined with a lifelong passion for game development, to deliver the technical solutions that transform the wildest game design dreams into vivid interactive reality.
RELEVANT EXPERIENCE:
Slitherine Software UK Limited: Scramble Team Lead Programmer, September 2021 - Present
Shipped Titles: Scramble: Battle of Britain (PC)
Dibs Studio: Senior Unity Engineer, May 2019 - September 2021
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:
Unity App Development:
As lead programmer on Scramble, ensured that a reliable software product was delivered by refactoring core systems of the application and instituting development processes for the team to follow
As the Senior Unity Engineer at Dibs, designed and engineered the underlying code architecture for the client app, while collaborating with back-end engineers to deliver a total technology solution for the game
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, responsible for analytics implementation
Experience integrating many APIs including Photon, uLink, Rewired, inControl, Google Maps, and 6D.ai
Gameplay Programming:
Delivered AI solution for Scramble: Battle of Britain
Peg Leg Simulator received honourable mention in game jam competition with over 1000 entries
World of Peppa Pig’s target audience, 2 - 4 year olds, required the development of extremely intuitive interactions and interfaces
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:
On Scramble, delivered the solution for rendering planes’ flight paths
On Scramble, delivered the solution for sea to sky environment rendering
Monumental Failure supports 4 player split screen with a monument for each player, and up to 10 players in split screen competitive co-op mode
At Game Hive, collaborated with lead artist and animator to create a Flash SWF to Unity asset pipeline
Responsible for network code in Battle Run, Super Battle Racers, and Scramble: Battle of Britain
Has experience with authoritative and nonauthoritative multiplayer design patterns
User Interface Implementation and User Experience Design:
On Scramble, delivered all menus in the application, including support for a range of standard resolutions to ultrawide resolutions, and support for both mouse navigation and controller navigation.
On World Of Peppa Pig, supported the full range of phone and tablet resolutions.
Conducted user testing for World Of Peppa Pig and adapted that information to support wide ranges of input styles.
In general, has a true expertise in implementing UI using Unity’s UI system, including support for controller, mouse, and touch inputs.
Collaboration and Teamwork:
Instituted development process for the Scramble team, including code style guide, git procedures, and code reviews
At Dibs Studio, lead a team of 4 client developers, established a coding style guide, and set up a code review process
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 (Notion, 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
Passion for Game Development:
Interest started in modding The Sims and hobbyist level design for Counter Strike: Source
A frequent game jam participant, ensuring the creative side is well exercised
Programming:
Experience with C, C++, C#, Java, Javascript, PHP, Prolog, Scheme
EDUCATION:
Carleton University: B.Sc Computer Science, Game Development stream, graduated in 2012 w High Honours