Hi,


I’m Claude a game developer with almost 3 years of experience in mobile game development. I worked from prototyping to LiveOps. I love listening to designers and finding the best solution together. Besides feature development I like to support the visual side of a project by creating custom shaders for the desired look.
If you have any question, or just want more info, don't hesitate to write me a mail at:
contact@claudefehlen.com

CV

Projects



  • Tintin Match:

    • Team Size: Around 15
    • Role: Developer
    • Duration: 2 Years



While working at 5th Planet Games, I worked on multiple mobile games that were developed with unity. One of them was Tintin Match, where I was part of from the start, to launch. I also helped maintain and improve our project in LiveOps. Besides these duties I worked closely with the art team and implemented shaders they wanted or helped them fix technical issues they had with node-based shaders or limitations that existed at that time. To iterate fast and to create automated tools we had a jenkins server I helped setup and maintain.




  • Nowhere Prophet:

    • Team Size: Local 2, Total Team 6
    • Role: Content Design, Developer, VFX
    • Start: April 2017
    • Duration: 5 months



As part of my studies I took a 5 month internship at Sharkbomb Studios, working on a small team of just two on the game Nowhere Prophet.
My main focus was on the game design. Early during the internship some major changes for the core gameplay were planned, leading to work on multiple new prototypes. The prototypes were first derived on paper, later I supported the development of a digital version. I was given continuous development tasks through the project, mainly consisting of implementing my own new design features greenlit on paper beforehand. Additionally I was involved in some UX design, mainly VFX and user interface.
The small size of the team granted me the great opportunity to work very closely with the studios owner, allowing for a good look into the intricacies of running your own studio. For marketing reasons we attended some conventions exhibiting the game, an overall great experience as well.


Technical Art








Scripting Project


Light Mixer: With the 2D Light Mixer system, Sprites can be used to mix with a Post Processing shader over the target camera. There are various ways to mix it.


Scriptableobject Extension: I wanted to learn how to create tools for the Unity Editor, so I decided to recreate some tools we had at Sharkbomb Studio.


Inventory: In order to learn how to correctly implement unit testing driven code, I created a generic inventory system, featuring different styles of inventory implementations, and tested them with the Unity Test Tools.


2D Fog System: With 2D Fog System, it is easy to give a 2d scene depth. It comes with an endless scrolling background and a material. That mixes the color of a sprite with the background color base on the z-position.


Ecs Game: With Unity’s new Entity Component System on the horizon, I decided to give it a shot and build a simple strategy game to test the new approach.






  • Unboxing:

    • Team Size: 3
    • Role: Gamedesign, Development
    • Start: January 2017
    • Duration: Two months
    • Visit Itch.io site



  • Two Pilots:

    • Team Size: 6
    • Role: Game Design, Tech Art, C# Development
    • Start: July 2016
    • Duration: Two months



  • Gates of Torment:

    • Team Size: 13
    • Role: Lead Game Design, Animation
    • Start: January 2016
    • Duration: Two months



  • Neon Car:

    • Team Size: Personal Project
    • Role: Gamedesign: System Design and Content Design, Development, VFX
    • Start: May 2016
    • Duration: One month
    • Visit Itch.io site










impressum