
Robert Hoffmann
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Fähigkeiten und Kenntnisse
Werdegang
Berufserfahrung von Robert Hoffmann
Senior Graphics Programmer (Steel Hunters, Tomorrow Falls at DPS-Games) • Advanced water system and materials (flow, foam, caustics, waves) • Environment painting tool for in-editor painting tint, lighting, fog, and water geometry directly on the landscape • Porting the project from Unreal Engine 4 to Unreal Engine 5
- 1 year and 9 months, Jan 2019 - Sep 2020
Freelancer - Point Cloud Kit Unreal Engine 4 - Plugin
Selbständig
Developed a GPU-based point cloud rendering framework for Unreal Engine 4, enabling real-time animation of large-scale point datasets. Key features: • Shader-driven animation of point position and color • GPU-based rendering for high point counts • Velocity calculation using per-point history • Foundation for physically inspired motion and interaction Published on the Epic Marketplace, reaching ~100 downloads per day over multiple years. I been thinking about porting it to UE5 and Niagara one day.
- 6 months, Jul 2018 - Dec 2018
Freelancer - Unreal Engineer
RealSynth
Developed a LiDAR simulation system to accelerate AI development by extending real-world testing with virtual environments. • Configurable sensor models (FOV, resolution, noise, update rate) • Real-time point cloud generation • ROS-based data integration • Segmentation and intensity data for validation workflows
- 5 months, Jan 2018 - May 2018
Freelancer - Android-Entwickler
Föhnsoft
Developed a feature-rich arcade interpretation of the classic 2048 puzzle game using Android Studio. Key features: • Multiple game modes and 46 handcrafted challenges • Hexagonal board variant • Leaderboards and progression system • Custom seeds (to sync the randomizer with a friend) • Several color themes • Full support for portrait, landscape, and tablets 2048 Apex was available in the Playstore for +10 Years
- 11 years and 2 months, Feb 2007 - Mar 2018Yager Development GmbH
Senior Programmierer (Spec Ops: The Line, Dreadnought)
Working on Spec Ops: The Line was one of the most intense and memorable projects of my career. Although the game did not meet commercial expectations at launch, it became increasingly recognized over time and is now considered a landmark title in narrative-driven game design — especially for its iconic "white phosphor" scene. With ~94% on steam it was well-received. Sandstorm and post-processing effects
- 4 years and 4 months, Jan 2011 - Apr 2015
Autor
Die unbeschriebene Welt (Roman)
My first novel, developed over several years, inspired by a growing interest in philosophy, sociology, and complex world-building. The story began with a single image: A person waking up at the edge of a vast waterfall. It gradually evolved into a fully realized narrative. The Book is out on Amazon.de, Google Books and iTunes.
- 3 years and 5 months, Sep 2003 - Jan 2007
Software Entwickler
ITnB - Development
Programmierung im Bereich Grafik (DirectX, HLSL Shader), Netzwerk und Physik (ODE, ageia physx), Tools (virtools)
- 1 year and 11 months, Sep 2000 - Jul 2002
Software Entwickler
Terratools
Integration einer Fahr-Physik / Game Play / Tools Wartung und Erweiterung der Virtools Engine
- 7 months, Mar 2000 - Sep 2000
Programmierer
MIS - Consulting / Technologies GmbH
- 8 months, Jan 1994 - Aug 1994
Chemielaborant
Schering AG
Ausbildung von Robert Hoffmann
- 4 years and 5 months, Oct 1995 - Feb 2000
Allgemeine Informatik
BHT Berlin
Sprachen
German
C2 (Verhandlungssicher / Muttersprachlich)
English
B1-B2 (Gute Kenntnisse)
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