Neil Devine

Neil Devine

Video Game Developer

Senior Game Developer / 24 yrs

Montreal, Canada Area

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Gameplay Programmer

Child of Light

Gameplay Programmer

Rayman Legends (2013)

Gameplay Programmer

Rayman Origins

Gameplay Programmer

From dust

Audio Programmer

Beowulf (2007)

Audio Programmer

Scaler

Games I have worked on:
- Rainbow Six Siege (AI Programmer)
- Child of Light (Gameplay Programmer)
- Rayman Legends (Gameplay Programmer)
- Rayman Origins (Gameplay Programmer)
- From Dust (Gameplay Programmer)
- Beowulf: The Game ( Senior Audio Programmer)
- Dirty Harry (cancelled) ( Senior Audio Programmer)
- Scooby-Doo: Unmasked ! ( Senior Audio Programmer)
- Scaler ( Senior Audio Programmer)
Work History
  • Generalist Programmer

    Ubisoft Montréal

    August 2015 - December 2016
    Montreal, Canada Area

    Programmer on the VR game: Eagle Flight made with Unity

  • Generalist Programmer

    Ubisoft Montréal

    October 2014 - August 2015
    Montreal, Quebec, Canada


    Generalist programmer in the Rainbow Six Siege AI team
    AI optimization to increase the number of concurrent AIs and improve frame rate.

  • Gameplay and Systems Programmer

    Ubisoft

    July 2014 - October 2014
    Montreal, Canada Area


    Unannounced Project with UbiArt Framework.
    Toonboom animation pipeline integration into UbiArt to improve animator speed of integration and animation quality.

  • Gameplay and Systems Programmer

    Ubisoft

    April 2013 - July 2014
    Montreal, Canada Area


    UbiArt Framework Expert on Child of Light.
    Brought the team up to speed on UbiArt usage.
    Created the mission system and editor.

  • Game Play Programmer

    Ubisoft

    August 2008 - April 2013
    Montpellier Area, France


    - Created a WiiU gamepad simulator to save on WiiU development costs, and decrease turnaround time on gamepad specific features.
    - Drove the pipeline productivity effort on UbiArt Framework. Designed and implemented many automated and assistive features. Pinpointed and addressed problematic areas.
    - Ramped up new programmers on pipeline usage.
    - Implemented many gameplay items and features over the course of From Dust, Rayman Origins and Rayman Legends.
    - Created interactive loading screens to help keep players focused during loading.

  • Senior Audio Programmer

    Ubisoft

    May 2006 - August 2008
    Montpellier Area, France

    Improved sound design quality and productivity by streamlining audio engine tools, and enhancing editor workflow.

    Added an extra level of realism to Yeti pipeline by integrating a lipsync system.

  • Senior Audio Programmer

    The Collective ( Double Helix )

    June 2005 - May 2006
    Newport Beach, California

    Prepared company for next gen game development by designing a new sound pipeline for the in-house game engine

  • Audio Programmer

    Scaler

    February 2004 - June 2005
    Montreal, Canada
  • Senior Audio Programmer

    A2M (Artificial Mind and Movement)

    February 2004 - June 2005
    Montreal, Canada Area

    Helped company ship games on an extra platform by porting the sound engine to Gamecube
    Increased sound integration productivity with tool enhancements.

  • Systems Software Engineer

    CAE Inc.

    August 2003 - January 2004
    Montreal, Canada Area


    Programmed a generic avionics library to reduce time spent creating new avionics systems simulators

  • Audio Software Engineer

    CAE Inc

    March 2000 - August 2003
    Montreal, Canada Area


    Automated tasks to reduce time spent bringing flight simulators to required certification level for the sound department

  • Research Assistant (Internship)

    Hitachi Ltd

    June 1997 - August 1997
    Tokyo, Japan


    Offered general lab support.

Education
  • MPhil in Engineering

    University of Cambridge

    1999 - 1999
  • BEng in Electronics and Computer Engineering

    University of Brighton

    1997 - 1998
  • DUTI in Electronics and Computer Engineering

    IUT Joseph Fourier

    1995 - 1997