
Patrick Kulling
Fähigkeiten und Kenntnisse
Werdegang
Berufserfahrung von Patrick Kulling
- Bis heute 6 Jahre und 11 Monate, seit Juli 2018Wooga GmbH
Principal Engineer, Lead Engineer - "June's Journey"
As a member of the Leadership team of the leading f2p Hidden Object game "June's Journey" I was responsible for growing the team from a headcount of 30+ to a team of 100+ cross-functional individuals. Today I am responsible for the growth of the product, the leadership of that 100+ people team & the definition of the long term technology strategy. I am also the Lead Engineer and responsible for the discipline leadership of a team of 10+ talented engineers.
- 1 Jahr und 9 Monate, Okt. 2016 - Juni 2018Wooga GmbH
Senior Engineer, Lead Engineer - "June's Journey"
While working on June's Journey, which won the Facebook Best Games Award in 2017, I am leading a team of 5 skilled engineers. In early pre-production I have shaped the core architecture of the game that runs on 3 platforms using one shared code base and is driven by weekly - over the air - content updates.
Since April 2015 I focus on developing games using the Unity engine. While building upon my experiences & technical expertise I am now responsible for launching new games.
I started working on the iPad version of "Pearl's Peril". My main responsibility was to raise the software quality & implement most of the features the game offers today. While operating & maintaining the game on a high coding standard I also added continuous integration, unit tests, ab-testing & tools to enable our weekly content production. In the end I worked on content & UX improvements for smaller devices as well. As a result we launched "Pearl's Peril for iPhone" early in 2015.
I joined Wooga short before soft launching our first Hidden Object game "Pearl's Peril" on Facebook. My first responsibilities were implementing the first time user experience, improved user experience on the isometric world & various content improvements. After launching the game world wide I worked on a Daily Login/Puzzle feature, various memory and loading time improvements & the content tool chain that was needed for a weekly content production.
- 7 Monate, Mai 2012 - Nov. 2012
Haxe Developer
PLAYSTUDIOS
Starting in 2012 I joined PLAYSTUDIOS during the production of our Facebook game "myVegas". Until global launch I mainly worked on meta game features on the isometric world as well as one of our slot machine games Studio City. Next to the feature production, tools development as well as various CPU & memory optimisations where my main responsibilities.
- 1 Jahr und 2 Monate, März 2011 - Apr. 2012
Flash & Flex Developer
Interactive Pioneers (Powerflasher) GmbH
Flash & Flex Developer for several clients (Deutsche Post AG, Vodafone, Asus) for web, desktop & mobile applications. Continuous Integration, Automated Dependency Injection & Inversion of Control were the key technical principles used in these. I also maintained an internal tool to manage external dependencies with 3rd party SDK's.
- 5 Monate, Okt. 2010 - Feb. 2011
Praktikant für Flash Entwicklung (Bachelorarbeit)
Powerflasher GmbH
Vertiefung Java-Programmierung
Einführung Adobe Director 11, Programmierung mit Lingo
Vertiefung Java-Programmierung, OOP
Grundlagen Flash CS3, Grundlagen ActionScript3
- 5 Monate, Apr. 2009 - Aug. 2009
Softwareentwickler
Fraunhofer IFF
Lehren der Grundlagen, Java Programmierung
Ausbildung von Patrick Kulling
- 4 Jahre und 3 Monate, Okt. 2007 - Dez. 2011
Medieninformatik
Hochschule Harz
45% Gestaltung, 45% Informatik, 10 % Wirtschaft
Sprachen
Deutsch
Muttersprache
Englisch
Fließend
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