Brian Herman
Gameplay / Network Programmer
Self-driven, quick starter, passionate programmer with a curious mind who enjoys solving a complex and challenging real-world problems.
About
My name is Brian, but most of my peers call me Pinecone. I am a Gameplay and Network programmer from Chicago, Illinois. I have a strong passion for Multiplayer games and the numerous systems, tools, and strategies that they rely on.
My professional experience consists of 5+ years of development across a wide span of technologies including AR/VR development, multiplayer and backend system development, art and tools pipelines, and general gameplay programming.
- Languages: C#, C/C++, JavaScript, TypeScript, Java, Lua
- Databases: MySQL, PostgreSQL, Cassandra
- Engines and Frameworks: Unity3D, Unreal Engine 4 & 5, Android NDK, Oculus SDK, Viveport SDK, Node.js, FastAPI, Flask, LiteNetLib, Photon, RakNet
- Tools & Technologies: Git, Perforce, SVN, Docker, AWS, GCP, Jira, Asana, Jenkins, Houdini, Maya, Qubicle
I'm currently looking for an opportunity to help develop myself further and assist with producing the new wave of games and projects.
Experience
- Developed gameplay and networking focused systems on an unannounced project.
- Prototyped gameplay and network features.
- Improved existing serialization strategies.
- Tools: C/C++, JavaScript, TypeScript, Node.js, Nginx, Git
- Prototyped and developed gameplay and multiplayer systems for Synthetic Selection project.
- Rigged animation skeletal structures for creatures in cinematics.
- Developed CI pipeline for company and developed other tools and build solutions.
- Built backend API for user generated content.
- Created node editor tool for user and developer visual scripting and content creation.
- Developed ACDMY discord bot.
- Helped create Procedural Animation and IK systems foundational to project.
- Tools: Unity3D, C# .Net, C/C++, Houdini, AWS Platform tools, FastAPI, LiteNetLib, MySQL, PostgreSQL, Jenkins, Git
- Ported VR Games between Oculus, Vive, Windows Mixed Reality, Playstation VR, Samsung VR, and other mobile platforms.
- Acted on behalf of company as programming consultant, directly interafacing with 3rd-party clients.
- Developed and maintained company game titles.
- Created R&D cloud rendering solution for mobile games.
- Developed and improved in-house mobile engine, tooling, and build pipeline.
- Tools: C# .Net, C/C++, Java, PHP, Unity3D, Unreal, Android NDK, Oculus SDK, Viveport SDK, AWS Platform Tools, MySQL, Jenkins, SVN, Git, Perforce
- Worked as general programmer for team, jumping between network programming, gameplay, and general software development.
- Developed network systems for Battle of the Broadsword title.
- Assisted with build pipeline and preparation for Steam release of Otto the Ostritch
- Tools: C# .Net, C/C++, JavaScript, Unity3D, Git
Projects

First-person role-playing game developed as a sequel to Ultima Underworld.

Explore alien environments and survive among fully procedurally-animated entities of unknown origins.
- Tools: Unity3D, C#, C/C++, Git, Houdini, LiteNetLib, Jenkins
- Created plugins and tools for procedural animation serving as the base of the project.
- Developed entities, environments, and rigs for cinematics show to community.
- Created Network system and net-specific behaviors for procedually-animated entities.

The Ghostbusters need your help at the firehouse.
Skills
Languages and Databases






Engines and Frameworks








Tools and Technologies







Education & Certification
Chicago, Illinois
Degree: B.S. Computer Game Development, conc. Systems Programming
- Gameplay Programming
- Engine and Rendering
- Physics and Networking
- Game Design
- Information Systems and Distributed Systems
Relevant Courseworks:
Certificate: Diversity, Equity, & Inclusion in the Workplace V4.1
Traliant, July 2023