About me

I am from Berlin and working as a Freelance Software Engineer since 2004.

My clients can be found mostly in the games industry, but I am also working in the field of business applications and technology development. My experience ranges from software development, technical planning and consulting to the position of a tech lead.

Clients / Cooperations

Projects / References

Gamebook Studio

The mobile game My Love: Make Your Choice was using the backend service GameSparks. Since Amazon wanted to discontinue the service, I was hired to engineer a new backend that uses Amazon Web Services and Microsoft Azure PlayFab. I also supported the Unity developers with the migration of the app to the new backend.

Period: 2022
Responsibilities: Design and development of a backend framework that allows the existing GameSparks code to be migrated easily, migration of all the code and data from GameSparks to AWS, integration of PlayFab as an auxiliary service, support for Unity app developers
Technologies: AWS (API Gateway for Websockets and REST, Lambda, PostgreSQL, Redis, S3), PlayFab, GameSparks, Node.js, JavaScript, Ramda, Unity 3D, C#, .Net
Client: Gamebook Studio GmbH, Upjers

Wildshade

I was hired by Tivola and anti entropy to help with the design and the implementation of a robust and scalable backend with Azure PlayFab for the mobile game Wildshade (iOS, Android).

The game was nominated for the german developer award 2022 in the category "best casual game".

Period: 2021-2022
Responsibilities: Backend development, client-side interface for the server including caching and synchronization solutions, full stack integration of In-App Purchases, unit tests
Technologies: Unity 3D, C#, .Net, PlayFab/Azure
Client: Tivola, anti entropy

A MAZE. SPACE

I helped to troubleshoot some urgent problems with the WebGL version of the A MAZE SPACE that was adapted to another festival.

Period: 2021
Responsibilities: Debugging and troubleshooting
Technologies: C#, .Net, Unity, WebGL
Client: A MAZE.

Experimental Game (Gamebook)

Employment as Senior Unity Developer at gamebook.io (Experimental Game AG).

Worked on the Unity client framework for the Gamebook technology, on the App My Love: Make Your Choice for iOS and Android, on the fully automated app and asset build pipeline and on contract projects with WebGL for Gamebook customers.

Period: 2016-2020
Responsibilities: App development, Gamebook Unity client framework development, automated the app and asset build pipeline, contract projects for clients of the company, refactorings, unit tests, code reviews
Technologies: Unity 3D, C#, .Net, JavaScript, Node.js, Python, Perl, Bash, Google APIs, AWS, Teamcity, IronSource, GameSparks, GameAnalytics
Client: Experimental Game AG

PACE Aerospace Engineering

Worked for PACE on the projects Campaign Suite, Pacelab Mission Suite, Pacelab Flight Performance Optimizer and others.

Period: 2013-2014
Responsibilities: Technical planning, development of submodules
Technologies: C#, .Net, WPF
Client: PACE Aeorspace Engineering and Information Technology

IHF Handball Challenge 14

Period: 2011-2012
Responsibilities: Technical planning, development of submodules, performance optimization, consulting
Platforms: Windows, XBox, PS3
Technologies: Havok Vision Engine, C++, C#
Client: Neutron Games

Gamebook technology evaluation

Creation of a technical planning document that evaluates several game engines with regard of the development of a technology for rapid production of story-based episodic games.

Period: 2011
Client: Experimental Game GmbH

IHF Handball Challenge 12

Period: 2010-2011
Responsibilities: Technical planning, development of submodules, performance optimization, consulting
Platforms: Windows
Technologies: Havok Vision Engine, C++, C#
Client: Neutron Games

Handball Challenge Training Camp - The Mini-Game Series

Period: 2010
Responsibilities: Technical planning, development of submodules
Platforms: Windows
Technologies: Havok Vision Engine, C++, C#
Client: Neutron Games

Handball Challenge Training Camp (Volume 1-4)

Period: 2010
Responsibilities: Technical planning, development of submodules
Platforms: Windows
Technologies: Havok Vision Engine, C++, C#
Client: Neutron Games

Rage Mage (Prototype)

Prototype of an action game in which the player can use powerful magic to destroy not only his enemies, but also the environment.

Period: 2009-2010
Responsibilities: Technical lead, technical planning, development
Platforms: Windows
Technologies: Havok Vision Engine, DMM, C++
Client: syncRage

Fight Control

Period: 2009
Responsibilities: Technical lead, technical planning, development of submodules
Platforms: iOS
Technologies: Torque Engine, C++
Client: syncRage

Taxi Drive

Period: 2009
Responsibilities: Technical lead, technical planning, development
Platforms: iOS
Technologies: Torque Engine, C++
Client: syncRage

Sternentänzer

Period: 2009
Responsibilities: Technical lead, technical planning, development, development of tools
Platforms: Nintendo DS
Technologies: BitEngineDS, C++, C#, Perl
Client: syncRage, Tivola

Tintenherz (Inkheart)

Period: 2008
Responsibilities: Technical lead, technical planning, development, development of tools
Platforms: Nintendo DS
Technologies: BitEngineDS, C++, C#, Perl
Client: syncRage, KING Art, Tivola

Slumbers (Prototype)

Period: 2008
Responsibilities: Technical consulting, development support
Platforms: Windows
Technologies: Unreal Engine, UnrealScript
Client: Zampano Studios

Soccer Champ

Period: 2008
Responsibilities: Technical planning, development of submodules
Platforms: Windows
Technologies: Havok Vision Engine, C++
Client: exozet games, syncRage

Mein Beautyhotel für Tiere

Period: 2007
Responsibilities: Technische planning, development of submodules
Platforms: Windows
Technologies: Havok Vision Engine, C++
Client: exozet games, syncRage

Wincor Nixdorf - Retail Application Suite

The Retail Application Suite is a serious game developed for the interactive presentation of process flows. The user navigates through virtual buildings where various future retail machines are demonstrated via animations.

Period: 2006-2007
Responsibilities: Technical planning, development of submodules
Platforms: Windows
Technologies: Torque Engine, C++, Torque Script
Client: syncRage, Visios, Wincor Nixdorf

Die Huggles (Prototype)

Prototype of a room based community platform where users can walk around with their avatars and participate in multiplayer games and activities.

Period: 2004-2006
Responsibilities: Co-Founder, game design, technical planning, server backend development
Platforms: Browser, J2ME phones
Technologies: Java, J2EE, MySQL, Hibernate, Tomcat, Flash, ActionScript, J2ME
Client: Planaris

Contact

Stefan Falk, Dipl. Inf. (FH)
Leinestr. 29
12049 Berlin
Germany