Alexander Smith | Gameplay Programmer
Halifax, NS, Canada | alexander.smithr@gmail.com | www.linkedin.com/in/alexander-smith-px
Gameplay programmer with 10+ years of experience in gameplay, prototyping, and live-ops. Led teams and developed content pipelines throughout development, release, and live-ops. Passionate about gameplay systems and indie development.
TECHNICAL SKILLS
Languages: C# | C++ (working knowledge)
Engines: Unity | Godot (working knowledge)
Tools: Perforce | Git | Jira | Confluence
Platforms: Android | iOS | Windows
Other: Gameplay Principles | Live-Ops | AI | UI | Animation | Tools Development
EXPERIENCE
Lead/Senior Programmer | ZeniMax Halifax | Jan 2023 – May 2024
Managed a team of 2-3 gameplay programmers during the live-ops phase of Mighty DOOM (iOS/Android).
Worked with design and production to plan and develop monthly content updates.
Led technical improvements, improving stability and performance across devices.
Gameplay Programmer | ZeniMax Halifax | Feb 2021 – Jan 2023
Developed gameplay features, modes, and mechanics for Mighty DOOM (iOS/Android).
Worked with various departments to develop new enemies, weapons, abilities, and game modes.
Implemented an improved code workflow for the gameplay team, improving stability and performance.
Intermediate Gameplay Programmer | Ubisoft Halifax | May 2016 – Feb 2021
Developed new features, characters, and weapons for Assassin’s Creed Rebellion (iOS/Android).
Led an R&D strike team for rapid prototyping of mobile projects.
Collaborated with design on gameplay and UI features for Tom Clancy’s ShadowBreak.
Software Engineer | HB Studios | May 2015 – May 2016
Developed new gameplay features and fixed critical bugs for Golf and Golf 2 (PC/console).
Built a procedural masonry-style menu system, simplifying UI complexity.
Worked with Unity3D source code to implement early VR support for the Oculus headset.
PROJECTS & INDIE WORK
Founder & Lead Developer | Maplelike Games | January 2025 – Present
Developing an arcade-style indie game featuring procedural cellular absorption mechanics.
Implementing custom, soft-body physics and mesh generation for dynamic, cellular objects.
Handling business operations, social media, and marketing.
Technical Advisor | Moon Pepper Games | January 2025 – Present
Assisting a team in taking a prototype into production for Unannounced Title (PC) through pipeline, tools, and lower-level feature development.
Mentoring and tutoring a new programmer and a creative director.
Created the project foundation in Unity 6 and am providing ongoing code support.
Technical Advisor | Howling Moon Wolf | December 2024 – Present
Assisting producer in development of Unannounced Title (PC).
Providing feedback on playtests and technical input on proposed features including implementation plans, alternative solutions, and time-cost estimates.
EDUCATION
Bachelor of Information Technology | Ontario Tech University | 2010 – 2014
Major: Video Game Development & Entrepreneurship