Frontend, Fullstack & Game Developer
andreas.fischer (at) ecodia.de
Three colleagues, who were also self employed, and I started Ecodia early in 2019 to be able to work on larger projects together. We since then helped build a public cloud at Genesis Cloud, rebuild the risk-management service at Allianz, a leading insurance company in germany, and built backend infrastructure for Wirecard, a german payment provider.
We developed a Blender Plugin which allowed users to render their scenes with cycles on Genesis Cloud. The workflow was shown at a presentation at SIGGRAPH 2018 and a demo was available at the exhibition at the AMD booth. A newer iteration was shown at SIGGRAPH 2019.
Together with Wasted Studios we developed an augmented reality application that streams a live feed from a HoloLens directly into a web application to help with remote maintenance. Operators using the browser could then utilize the HoloLens projection capabilities to give realtime feedback to the HoloLens user. The application was developed for and showcased at the Messe Hannover 2018 in partnership with Kuka.
After Erik Staub, with whom I worked at Travian Games before, invited me to give a lecture on realtime rendering to his students. It became a regular thing for me to prepare and give lectures about all sorts of game development topics. Amongst other things I lectured about networking models, server infrastructure, web technologies and of course 3d graphics, realtime rendering and light transport.
Worked on an unannounced project.
At Glomex, a subsidiary of ProSiebenSat.1 Media, I was part of the team responsible for video playback on the web. Along maintaining their existing solution, we created together with BitMovin the next generation of video playback technology for the web, featuring large coverage of volatile standards like VAST and proprietary advertisement solutions.
As senior Unity3d developer for the "New Games" department I worked on countless prototypes together with Sud Abbas, a brilliant game designer, and Dan Volbert, an exceptional concept artist. We were lead by Jonathan Baron, an industry veteran who goes all the way back to Air Warrior, and had the pleasure to be adviced by Erik Staub (Crysis 2) and many more. During this time I learned a lot about creative work, how important it is to have a welcoming environment in which people are open to explore ideas and how to tie it all together to still get things over the finish line. We explored in many directions, genres and platforms and built prototypes for consoles, desktop and mobile. I still wish we had been given the chance to showcase those to the public.
Before moving to "New Games" I was working on Travian 4, the company's flagship product. It was a large legacy codebase which was difficult to traverse, but we managed to refactor most of it over time and even spawned a new product, called "Travian Legends", from the cleaned up codebase.
Darkaura Games was my first formal job in games. The company was founded by a long time friend who worked at different studios before. Together we built an isometric, realtime browser game akin to online games like Ultima Online. It was one of the first games utilizing HTML5 and WebGL.
In this first job of mine I customized website templates and wrote plugins for CMS like typo3 and wordpress and helped manage office hardware for various companies around Munich.