Résumé
Andrew Hirata
Profile
Curious coder who enjoys working on interesting problems to help bring beautiful ideas to players. I’ve been in the game industry for about 8 years (2011-2019) and have worked on everything from tools, client programming, UI programming, server programming, lite amounts of DevOps, infrastructure, and IT out of box setup.
Job History
Computer Programmer: Z2Live/Z2/King/Activision-Blizzard — 2011-2019
Education
Digipen Institute of Technology, Redmond, WA, USA — Real-time interactive simulation 2011
Programming Languages:
- C (~8 years)
- C++ ( ~8 years)
- Objective-C (8 years)
- Lua (~ 3 Years)
- Ruby (~6 Years)
- Used for tools
- Rust (~1 Year)
- I mostly use this for hobby projects
Tools
- Git
- Perforce (using and light scripting)
- bash
- vim
- macOS
- Linux (Debian/Ubuntu)
Game Titles:
- Paradise Bay (2017-2019)
- “Live” “Engineer”,
- Worked on infrastructure, tools, bugs, optimizations, dev ops, and working to make sure that people are not ‘blocked’
- “Live” “Engineer”,
- BattleNations (2013-2015)
- Game Play Programmer, UI Programmer, Server programmer
- Helped port the game to Windows & Android
- Added features
- ShadowSlayer (2013)
- Game Play Programmer, UI Programmer, Server programmer, Tools
- Metalstorm (2011-2014)
- Game Play Programmer, UI Programmer, Server programmer, Tools
- BattleNations (2011)
- Game Play Programmer, UI programming (UIKit)
Interesting projects:
- Worked on team supporting in Studio C++ and Lua based engine
- C++ code for core engine features
- platform specific code (Java / Objective-C / C++/cx)
- Took over supporting support ticket and FAQ proxy Server
- Sinatra Unicorn server
- Worked with others to increase server CCU(PB 800)
- Lua and Java
- Learned how to lua byte code works
- Out of Box update to work with new macOS
- Tools for processing content for Paradise Bay
- Worked with integrating offsite team integrating lua based transaction system
- Ask me about bugs I’ve found and fixed