Hello, I am

Jordi Scharp.

Programmer.

My roots lie in tool, UI and gameplay development.
I develop with a love for user experience.

About me

I am Jordi Scharp, a programmer at Guerrilla, where I do most of my work in C++ and Guerrilla's inhouse engine Decima. I love creating things and care a lot about the end user’s experience, both in terms of in-game experience as well as writing user friendly tools, making the lives of other devs easier. I love everything related to design, making things not only look, but also feel pretty.

My experience lies largely with C++ and C#, but I’m familiar with a lot of related languages (GLSL/HLSL, Python, Java). For Guerrilla I am working as an engineer on the UI engine of the Decima framework, the UI editor within the Decima editor and UI content for the Horizon franchise. In 2012 I started working as a game programmer at Sticky Studios where I worked in Unity on gameplay, UI, audio tech and tool development. When we transitioned to Talespin my focus shifted to VR and tool development exclusively.
Before that I was a full stack developer at Ex Machina.

Next to all the nerdy things, I love audio design/technology, music production, cooking, food science and I also like to do some graffiti, when the weather’s right of course.

I am currently living in Utrecht, The Netherlands.

Experience

Programming

  • C++
  • C#
  • Python
  • GLSL/HLSL
  • Java
  • Web (HTML/CSS/JS/PHP)

Environments

  • Unity
  • Unreal
  • Godot
  • Visual Studio
  • Photoshop
  • 3ds Max
  • Ableton Live

Fields

  • UI/UX
  • Tool development
  • Gameplay
  • Audio engineering
  • Audio design

Process management

  • JIRA
  • Greenhouse
  • Trello
  • Confluence

Version control

  • Git
  • Perforce

Work

Guerrilla

Decima

UI framework programmer, UI editor tool programmer

Untitled Horizon Online project

UI programmer

Horizon Forbidden West/Burning Shores

UI programmer

Sticky Studios / Talespin

Copilot Designer

Tool developer, team lead, 2019 Talespin

Project Rampage VR

Enemy AI, player skills, world UI and VIVE port, 2018 Warner Bros.

Shepard Fairey · DAMAGED

All-round programmer, team lead, 2018 VR't

Tomb Raider VR: Lara's Escape

All-round programmer, audio tech, 2017 Warner Bros.

Geostorm

Gameplay, audio tech, 2017 Warner Bros.

MOCA · Kerry James Marshall: Mastry

All-round programmer, 2017 MOCA/VR't

King Arthur: Legend of the Sword

Gameplay, audio tech and audio design, 2017 Warner Bros.

Suicide Squad: Special Ops

AI behaviour, UI, audio tech, 2016 Warner Bros.

Gods of Egypt

Gameplay, audio tech and audio design, 2016 Lionsgate

The Man From U.N.C.L.E.

AI behaviour, UI, 2015 Warner Bros.

Frozen: Anna's Garden

All-round programmer, 2015 Disney

Maze Runner: The Scorch Trials

Gameplay implementation, 2015 Fox/Sticky/PikPok

Interstellar

UI, 2014 Paramount Pictures

Maze Runner

UI and music system, 2014 Fox/Sticky/PikPok

300: Rise of an Empire

UI, AI behaviour and gameplay implementation, 2014 Warner Bros.

Godzilla

Gameplay and save system, 2014 Legendary Pictures

Gravity

Gameplay and audio design, 2013 Warner Bros

Pacific Rim

Gameplay and enemy AI behaviour, 2013 Warner Bros

Jack the Giant Slayer

Gameplay and Flash port, 2013 Warner Bros

Contact

My inbox is always open, feel free to get in touch.
You can reach me at the following places: