UI Programmer
Key responsibilities:
Key responsibilities:
- Implementing User Interface in Unity engine
- Refining UI related systems
- Working on backend gameplay and network systems
- Feedbacking UI designs in terms of functionality
Gwent is a spinoff of popular role playing game series “The Witcher”, based on the works of polish writer A. Sapkowski and created by CD Projekt RED. It’s a multiplayer free to play digital collectible card game using modified ruleset of the minigame first appearing in “The Witcher 3”. Gwent features evocative art of “The Witcher” characters, deep strategy and addictive gameplay which all helped it achieve meta score of 80. It released on multiple PC platforms, consoles and eventually mobile.
This was the first title I worked on in a professional capacity. I was a part of a large UI team, consisting of multiple artists, designers and programmers. Thanks to their expertise I was able to quickly learn a lot about UI flow, composition, rendering and optimization. The game was created with Unity engine which allowed it to be easily ported to many platforms and for me to learn about different console APIs, compliance, input and responsive UI design.
Gwent was a live title since I joined the team, meaning we were working on tight schedule of frequent releases. This, along with the fact the title featured multiplayer and microtransactions made stability a crucial aspect. We had to work closely with the QA department to make sure all our releases met high quality criteria expected from a CD Projekt RED title. It was a very fulfilling yet stressful process. Thankfully, due to apt planning, most of the time it was accomplished without significant issues.
The game went through two major rebuilds during my tenure, one focused on the net code and the other on core gameplay. Both of these were also an opportunity to shake-up the UI code and layout, which we did. These were huge undertakings, as the teams were functionally split in two, one working on the live game and the other on what was essentially a completely new version of it.
I was involved with many aspects of the game UI. Although I started with simple bugfixes, before too long I was working on my own features. I supported the network team in terms of game flow, I worked a lot on tutorialization and the Arena (draft) game mode. Although I stayed involved with the project for many years, starting my second year at the company I was moved to focus mostly on Thronebraker, a single player standalone spinoff of Gwent.
This was the first title I worked on in a professional capacity. I was a part of a large UI team, consisting of multiple artists, designers and programmers. Thanks to their expertise I was able to quickly learn a lot about UI flow, composition, rendering and optimization. The game was created with Unity engine which allowed it to be easily ported to many platforms and for me to learn about different console APIs, compliance, input and responsive UI design.
Gwent was a live title since I joined the team, meaning we were working on tight schedule of frequent releases. This, along with the fact the title featured multiplayer and microtransactions made stability a crucial aspect. We had to work closely with the QA department to make sure all our releases met high quality criteria expected from a CD Projekt RED title. It was a very fulfilling yet stressful process. Thankfully, due to apt planning, most of the time it was accomplished without significant issues.
The game went through two major rebuilds during my tenure, one focused on the net code and the other on core gameplay. Both of these were also an opportunity to shake-up the UI code and layout, which we did. These were huge undertakings, as the teams were functionally split in two, one working on the live game and the other on what was essentially a completely new version of it.
I was involved with many aspects of the game UI. Although I started with simple bugfixes, before too long I was working on my own features. I supported the network team in terms of game flow, I worked a lot on tutorialization and the Arena (draft) game mode. Although I stayed involved with the project for many years, starting my second year at the company I was moved to focus mostly on Thronebraker, a single player standalone spinoff of Gwent.