|
|
|
Eric Heimburg |
Overview |
|
An expert C++ coder, a masterful systems designer, plus an experienced team leader, all in one package.
- Vast engineering experience in both low-level and high-level systems
- Excellent grasp of modern MMO systems design
- Immaculate communication, organization, and presentation skills
- An aggressive self-starter when working alone, and a motivator when working in a team.
|
Engineering Experience |
|
Casual Games Developer
| 2006-Present |
Narwhal Games (startup) |
San Diego, CA |
- Designed and coded “Starcrossed,” a casual PC game published by iWin games in August 2007. Check it out here: Starcrossed on iWin
- Stand-out features of this tile-based puzzler include a story mode with over 30 levels of beautiful background art and a Challenge Grid with 50 unique ways to play the game
Senior/Lead Engineer
| 2001-2004 |
Turbine Entertainment |
Norwood, MA |
- Developed one of the most advanced localization solutions used to date in an MMORPG
- Co-authored the scripting language used by Asheron’s Call 2 and all other Turbine games
- Added many game systems features for Asheron’s Call 2, including GUI screens, AI behaviors, combat mechanics, server-side optimizations and back-end features for billing and customer service
- Developed advanced analysis tools and report generators to rebalance and debug Asheron Call 2’s combat systems after ship
Lead Engineer
| 1997-2001 |
AST, Inc. |
Orlando, FL |
- Led teams of 6-10 engineers on massive government submarine simulators worth millions of dollars to the US Navy. Responsibilities included systems architecture, design and code reviews, task allocation and bug triage supervision
|
Design Experience |
|
Lead Systems Designer
| 2005-2006 |
Perpetual, Inc |
San Francisco, CA |
- Created game systems for upcoming MMORPG, “Star Trek: Online”, including combat, advancement, and travel
- Designed content-creation pipeline and toolset for Star Trek Online
- Worked with engineers to create Star Trek Online’s technical review and risk assessment documents
- Oversaw development of Star Trek Online’s space-combat game prototype
Lead Systems Designer, AC2: Legions
| 2004-2005 |
Turbine Entertainment |
Norwood, MA |
- Planned the Expansion Pack “AC2: Legions”, and co-developed product pitch to Turbine’s executive team
- Oversaw design and development of hundreds of new monsters, skills, items, attributes, etc., as well as innovative new character advancement and combat systems
- Created two new races and four unique new classes including the levitating Mentalist, the masochistic Templar, and the ritual-casting Hieromancer
- Designed very unique new crafting dynamics that appeal to many different play styles.
|
Production Experience |
|
Live Team Producer
| 2004-2005 |
Turbine Entertainment |
Norwood, MA |
- Lead mixed team of 11 to 15, including artists, engineers, and designers
- Produced 20 monthly expansions for Asheron’s Call 2
- Coordinated and supervised daily tasks, triaged bugs with QA department, worked with Operations team on hardware issues, oversaw customer relations and player communication
|
Publications |
|
- The MMO localization chapter of the book “Perspectives on Localization”, published by John Benjamins Publishing Company, 2006
- Localizing MMOGs”, Gamasutra.com website, September 2003
- Monitoring System Events by Subclassing the Shell”, Windows Developers’ Journal, February 1998.
- Improving the Treeview Control”, Windows Developers’ Journal, January 1997.
- Advanced Uses of the Toolbar”, WDJ, August 1996.
|