I'm a game developer currently based in Brno, Czech Republic. Being a gamer since childhood, I often found myself inspired by the games I played to make them better. I graduated from Brno University of Technology at Faculty of Information Technology and have three years of professional programming experience working on various projects. My latest job was as a game programmer at Alda Games.
As a passionate gamer and programmer, I strive to be proud of the work I make. In a team, you can count on me to be annoying with feedback, always trying to improve the product, update the coding practices, and enforce code cleanliness and maintainability. You will find me searching for better tools to use in the team or generally trying to make the lives of my fellow developers easier.
Apart from this, I'm also interested in psychology of games, game design, and artificial intelligence. With the latter being my focus during my university studies. Sometimes I play with the idea of applying AI in games, which I tried to put into practice in my thesis.
If I'm not working hard on a project, I'm probably working on a game of my own, participating in a guitar jam session, climbing or jogging through the gorgeous forests of my local area.
I was given the responsibility to recreate a project in a different style. This required large parts of the codebase to be redesigned to fit the new purpose. As mostly a sole programmer on the project, I reworked gameplay completely, along with user UI, player controls and various systems like level generation.
After arriving at the company, I was assigned to a young project with a goal to create a card-based tower-defense shooter game. In a team of two programmers I worked to implement new gameplay mechanics, units with specific abilities, upgrade system and various menus. I also redesigned some existing systems to optimize the game and allow easier changes.
A personal project I made before applying to the previous position. Snake³ ("Snake Cubed") is a remake of the classic game Snake, where the player traverses the surface of a cube, instead of a bounded 2D arena. My goal with this game was to start with an empty project and take it all the way to a simple but finished product. Lot of attentions was focused on camera movement and smoothness.