Project Archive

Past Contributions

Drakensang Online

(2010 - 2018)
F2P MMO ARPG developed by Bigpoint in Berlin

Crazy Quiz

(2009 - 2010)
4-player quiz game developed by Radon Labs

Drakensang - The River of Time

(2009)
Prequel to the first Drakensang roleplaying game developed by Radon Labs

Paws & Claws: Pet Vet - Australian Adventures (NDS)

(2008)
Nintendo DS port of vet practice management PC game developed by Radon Labs

Drakensang - The Dark Eye

(2007)
Roleplaying game developed by Radon Labs

Paws & Claws: Pet Vet - Australian Adventures

(2007)
Vet practice management game developed by Radon Labs

Vordan’s Hero Creator

(2006 - 2009)
Module for Neverwinter Nights 2 for customizing characters and testing their builds in an arena

Vordan’s Loading Screen Viewer

(2006 - 2009)
Toolset plugin for Neverwinter Nights 2 for viewing loading screens before assigning to maps

Vordan’s Shop Wizard

(2006 - 2009)
Toolset plugin for Neverwinter Nights 2 for setting up NPC shopkeepers

A.M.O.C. (GC 2006 Demo)

(2006)
High-speed rail shooter created as a student project for Games Convention 2006

A.M.O.C. (GC 2005 Demo)

(2005)
A model viewer created as a student project for Games Convention 2005
René Schmidt

René Schmidt

Lead Technical Content

Ubisoft Berlin

About

What started in the late 90s as a hobby of map creation and scripting for games like Star Craft or the original Unreal Tournament eventually resulted in getting a games-specific programming degree from Games Academy in 2006.

Since 2007 I am working on games professionally and had the chance to contribute to all kinds of projects - from small Nintendo DS games completed after a few months to writing and maintaining code for many years for a big games-as-a-service project requiring a complex client/server architecture.

During that time I was usually working as a programmer writing C++ code for proprietary engines and games on various platforms like Windows, Linux, Wii or DS.

In recent years I have been able to shift direction a bit and can work again on the topics that triggered my interest in game development originally - (technical) level design and scripting.

Currently I am supporting Ubisoft Berlin as Lead Technical Content which means I do hands-on work as a technical level designer (complex data setups and visual scripting, technical validation of created content etc.) and line management for technical level design and other ‘tech disciplines’ within the studio.

Interests

  • Programming & Scripting
  • Level & Game Design
  • Astronomy
  • Photography
  • Cake

Experience

 
 
 
 
 

Lead Technical Content

Ubisoft Berlin Berlin, Germany
Apr 2019 – Present
  • Line management for technical animators, technical artists and technical level designers
  • Technical level design tasks, e.g. visual scripting, technical validation of created content and technical support for others
  • Recruitment

Senior Technical Level Designer

Oct 2018 – Mar 2019

Senior Programmer

Apr 2018 – Sep 2018
 
 
 
 
 

Senior Developer

Bigpoint Berlin, Germany
Jun 2010 – Mar 2018
  • Writing scalable, resilient C++ code for frontend and backend of game-as-a-service project
  • Focus on combat system including player skills and AI
 
 
 
 
 

Programmer

Radon Labs Berlin, Germany
Feb 2007 – May 2010
  • Writing C++ code for games on various platforms including Windows, Wii and NDS