Senior programming generalist that has professionally worked on AI, game play, tools, exporters, content compilers, patching systems, multiplayer implementation, game launcher and more on both PC and consoles.
As a lead I have been the link between the tech team and the producers. Involved in both short and long term planning of the development of the projects. I have also been involved in the interviewing and recruitment of new programmers.
Almost always working on hobby game / engine projects at home. I have written my own multiplayer 3D game engine with tools and editors to create games with.
My first lines of code were written back in 1991 on a C64.
Wrote my first game in pascal & x86 assembly 1995.
Wrote my first 3D engine in 2001.
Name: Andrés Hansson
Date of birth: 11 / 10 / 1978
Address: Stockholm, Sweden
Phone: (+46) 736726278
I started out my career within game development in june 2003 at small studio called Amuze. Now fourteen years later I work as a Senior programmer at Avalanche Studios subsidiary Expansive worlds.
Worked on the Just Cause game implementing general gameplay features and also did some World editor support.
I was Lead game play programmer during the development of the next generation hunting game "theHunter Call of the wild". I focused on AI and game systems.
I led the development and maintenance of the free to play game theHunter. We built on a branch of the Just Caue 2 engine to create the worlds most realistic multiplayer hunting game.
I worked in the character mechanics team and also did general game play feature on two AAA projects that unfortunately were never released.
I was a part of the team that created the content pipeline for Just Cause 2 and other AAA projects. I worked on the main World editor, exporters, content compilers, cutscene editor and more.
I currently work on "Generation Zero" mainly as AI programmer.
Implemented general gameplay features and AI on the Head Hunter - Redemption game for Playstion 2 and Xbox.