Z. Martin
Game Developer
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Z. Martin is an experienced game developer with extensive experience in major 3D engines such as Unity, Unreal, and CryENGINE. Her background includes working on AAA titles, VR projects, and numerous mobile games. Alongside implementing gameplay features, she has a wealth of experience in tool creation, optimization, game backend services, economy, and networking. Collaborating within a team setting brings her immense satisfaction. Her passion lies in both extending existing engines and developing tools, as well as architecting systems from inception to fruition. She finds fulfillment in contributing to various aspects of game development.
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Z. Martin
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Z. Martin

Game Developer
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Location
Florida, United States
Preferred Work Type
Remote
Experience
10+
Years
Z. Martin is an experienced game developer with extensive experience in major 3D engines such as Unity, Unreal, and CryENGINE. Her background includes working on AAA titles, VR projects, and numerous mobile games. Alongside implementing gameplay features, she has a wealth of experience in tool creation, optimization, game backend services, economy, and networking. Collaborating within a team setting brings her immense satisfaction. Her passion lies in both extending existing engines and developing tools, as well as architecting systems from inception to fruition. She finds fulfillment in contributing to various aspects of game development.

C, C++, C#, Asp.net, Java, Grpahics , PHP

Portfolio Projects
ractangle
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ractangle
This is a portfolio text title
ractangle
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Assessments & Skill Tests
Unity
Unity proficiency for creating interactive 2D and 3D experiences.
Score
78/100
Time Taken
15 mins
Taken On
October-2021
Unreal Engine
Unreal Engine skills for developing high-quality interactive content.
Score
85/100
Time Taken
20 mins
Taken On
March-2018
Personality Test
IS: Upbeat and lighthearted
IS
Taken On
October, 2021
Read more about IS
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Experience
Staff Software Engineer
Respawn Entertainment
September 2022 - Present
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Senior Software Engineer
Unity
October 2021 - September 2022
  • Prototyped gameplay systems and new content creation tools.
  • Researched and developed ML-assisted procedural content generation, including Wave Function Collapse (WFC) and other generation methods.
  • Implemented data serialization of generated environments.
  • Conducted consumer technology research with a focus on existing game development toolsets and creation.
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Senior Software Engineer
GameSim Inc
October 2019 - October 2021
  • Managed a group of direct reports, including conducting 1-on-1s, annual performance reviews, timesheets, etc.
  • Worked on various Unreal and Unity projects, including those for mobile, PC, and console platforms.
  • Served as a Technical Lead on a turn-based multiplayer multi-platform game.
  • Coordinated directly with clients and other outsourcing studios (e.g., art).
  • Engaged in extensive work with Unity UI systems such as UGUI and UI Toolkit.
  • Mentored junior programmers within the team.
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Here are some things I learned here:
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Technical Director
MetalPop Games, LLC
June 2013 - October 2019
  • Oversaw production and delivery of multiple turnkey projects for external clients in Unity, Unreal, and CryENGINE.
  • Shipped several VR projects using Vive, Oculus, and D-Box motion platform hardware.
  • Released multiple free-to-play (f2p) mobile titles for Android & iOS.
  • Designed multiple custom game systems, including editor extensions, tools, and core tech features.
  • Created a custom mesh- and light-baking solution for rendering extensive environments on mobile platforms.
  • Developed a modular destructible building system.
  • Worked extensively with various UI systems in Unity (UGUI and NGUI), including creating custom extensions and plugins that were later sold on the Asset Store.
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Here are some things I learned here:
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Senior Software Engineer
RealTime Immersive Inc.
February 2011 - May 2013
  • Worked on serious games projects, both military and non-military, simulations, and training.
  • Designed and implemented core tech, including custom shaders, editors, and gameplay features, such as vehicle and weapon systems.
  • Took full ownership of the AnimationGraph, the high-level animation tool for CryENGINE.
  • Implemented support for multiple motion capture vendor systems to directly stream data into the engine.
  • Improved networking support of FlowGraph (visual scripting).
  • Extended the engine to enable interaction with the game world via motion track props and VR headsets.
  • Implemented support for various new external hardware displays, including newer Oculus VR (2.0) headsets and proprietary 3D displays.
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Here are some things I learned here:
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Software Engineer
Crytek
July 2009 - January 2011
  • Maintained and extended the CryENGINE toolset and editor.
  • Provided support for in-house game projects and external licensee studios, including on-site assistance for training and problem-solving.
  • Extended the Live MotionCapture preview system to enable live streaming of motion capture data directly into the engine.
  • Contributed to integrating support for the first generation of Oculus VR headsets.
  • Worked on projects such as Crysis 2, Crysis 3, and Crysis Warhead.
  • Engaged in previz (previsualization) for games and cinematic projects.
  • Created documentation and tutorials related to the work.
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  • Justo ipsum tincidunt lacus, vel hendrerit sapien justo et turpis
  • Justo ipsum tincidunt lacus, vel hendrerit sapien justo et turpis
Here are some things I learned here:
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  • Maecenas blandit, lacus vitae viverra molestie
  • Justo ipsum tincidunt lacus, vel hendrerit sapien justo et turpis
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Education
University of Koblenz and Landau
Master's degree, Computer Science
2005 - 2009
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Oxford University
Bachelor’s degree, Computer Science
Aug 2024 - Aug 2024
education logo
Oxford University
Bachelor’s degree, Computer Science
Aug 2024 - Aug 2024
Languages
EN
English
Full professional proficiency
DE
German
Native or bilingual proficiency
eng
English
Level: Fluent
eng
English
Level: Fluent
eng
English
Level: Fluent
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