László Petrovánszki

thelastpointer@gmail.com
Unity, C#, Windows, Android; active since 2008

Project Lead / The Wild Gentlemen / 2022-

Unannounced Project

Damn shame I can’t talk about this (yet). I was promoted from Lead Programmer to Project Lead – on the studio’s most complex game to date.

I also helped with the team’s other games – check out the variety of demos we released!


Lead Programmer / Lost Pilgrims Studio / 2020-2022

Vagrus: The Riven Realms

Joining Lost Pilgrims was a huge challenge on multiple fronts, the biggest being the switch to a full-remote environment. I was presented a huge codebase with a thriving, active playerbase, and within a year I’ve proven myself by handling the most daunting tasks and ultimately pushing the project through a very successful release.

Vagrus: The Riven Realms


Lead Programmer / Elder Brain Studios / 2015-2020

I took on a lot of responsibility by joining Elder Brains to build a whole client for a new game: Herogrinder. I also created an Android and iOS client for a social game, and built a whole lot of inhouse tools, including a very specialized build server which autonomously pushed builds for multiple clients, platforms and thousands of players. Still, the best part was working with great people and lots of talented artists!

Herogrinder

A turn-based tactical combat game based on the D20 roleplaying system. Synthwave and cyberpunk forever!

I took part in the preproduction phase: making technical decisions, preparing data and assets, and building an effective workflow with artists. I built dozens of PoCs, and the Character Customizer is readily downloadable from Steam.

Check out the Steam page, don’t forget to try the demo: Herogrinder: Tactical Combat Arenas


Lead Programmer / 360World / 2013-2015

This was an adventure for sure – an ambitious startup focused on creating a head mounted display from scratch. I worked with cutting-edge technology, often unreleased prototypes by various companies from all over the world. I met a lot of interesting people, including athletes like Jeb Corliss, Yves Rossi and Vince Reffet (and built HMD’s for them).

I worked very closely with hardware; the programs I’ve written often had to run on hardware which was just being soldered together on a table next to me. My prototyping skills were maxed out; once I had to build a new feature in 20 minutes – between two helicopter takeoffs. Gnarly!


Lead Programmer / Pixelsky Games / 2012-2013

I was responsible for the technical parts of developing a medium-sized indie game, training a team for the Unity engine and supporting them when needed. Rapid prototyping skills, ability to work unsupervised and good communication and team management skills were a must for this job. I made very good friends here.

This was the first time I had to lead a team. I made quite a few prototypes and tools, basically making everyone else’s work as streamlined as possible.

Error Threshold

An assymetric multiplayer third-person-shooter. The project was showcased privately at GDC in 2012. It went through a lot of iterations in just one year; the end result was promising, but it was ultimately canned.


Senior Programmer / Artery Studios / 2010-2012

Gameplay and system programming, including network programming for a MMO game, AI coding, multiple gameplay prototypes and finalizing ideas. I got my first two years experience with the Unity engine here. We had British clients with a QA team from Poland, so I was able to perfect my communication skills here.

Pora Ora

The first “big” game I worked on – an educational MMO for kids, intended to be used in British schools as a tool to make learning more interesting.

Africa Quest

I only worked briefly on this project, and last I heard all my code was replaced, but I’m still quite proud of it because a lot of my friends absolutely loved it :)


Previous works & Education

My junior years, while formative, are less interesting: I worked as a web developer (PHP, HTML, CSS, JS, and all the other buzzwords that were popular before Ruby) and on a large medical application that had a legacy C++ codebase. C++ used to be my language of choice before I switched to C#. I sometimes miss the preprocessor.

I’ve been professionally active since 2008. I studied computer science but never got a degree.