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

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