About Me

My name is Paul Schulze. I am an application and game developer, specializing in content creation for mobile hardware and Mac. I am currently also looking into games development for console platforms.

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Current occupation

I am currently working at Daedalic Entertainment (), mainly writing tools, fixing games and their underlying engines and mastering content for distibution. I currently also take care of the technical direction for the company, making sure that we are on the right track, now and in the future.

 

I has code?!

As I am employed as a professional game developer, I sadly can't release much of the game code I produce (even in my spare time). For what I can release, I of course have a GitHub page, where you can find a few of my personal projects:

 

How I got programmed

My interest in games started very early, when my dad brought home a Commodore C64 when I was still in grade-school. Of course, my main interest was in playing those games at the time, but some of those games you had to type down from a book or a magazine before you could play anything. Oh and the C64 was perfect for doing math homework too, especially those boring exercises where you had to perform multiple steps one after another. C64 Basic for the win.

Around 1994 my friend got a DOS computer, so we went on to building DOS games after school. In 1997, I then got my first Windows PC and a Casio graphics calculator, which I immediately used to do some game development on. Since Windows wasn't very stable at the time, I also started using Linux for development, resulting in some first encounters with C, C++, compilers and command-line tools.

In 1998, I went to an extra-curricular course about Turbo Pascal programming and using fastgraph, I re-did my earlier DOS Basic games like clones of Nibbles, Breakout, Asteroids and the like (which became the first candidates I tend to develop when going for a new platform or engine). Funnily enough, two years later, I started teaching that same course to talented young kids. Of course, all they ever wanted, was to make games, so I integrated that into the course whenever I could.

Around 2003, I got my hands on a Sony Ericsson T610, which prompted me to learn Java and object-oriented programming. After I was done with the usual Nibbles, Breakout, Asteroids routine, I went on to implementing the systems and graphics for an RPG along the lines of Final Fantasy using the J2ME canvas. Sadly, still studying and not having connections to an artist, while not being good at graphics design myself, the project never reached its full potential and never made it to market.

However, the advent of 3D graphics on mobile (with me getting my hands on a Sony Ericsson K750 and later a W960) prompted me to take a deep look into Blender as a content creation tool. While I am still not a good artist, this excursion tought me quite a bit about 3D rendering, animation, materials and workflow while enabling me to do simple 3D models and animations for prototyping, especially for mobile devices. I also learned J2ME M3G and some Mascot Capsule during that time and was tought to appreciate FPUs a lot more, because doing 3D with integer values just sucks.

Being fed up with Linux as a desktop platform, in 2005 I also switched to using an Apple iBook G4. It offered all the comforts of the Unix environment I came to like (command-line for the win) while also offering the nice graphical user interface, that Linux was so sorely lacking. As with every new toy, this prompted the usual Nibbles, Breakout, Asteroids cloning madness again, resulting in my first encounter with Objective-C and Cocoa, as well as bare-metal OpenGL and its fixed function graphics pipeline. Later, this knowledge helped me to wrap my head around iPhone programming, which I had to do in the emulator for a very long time until I finally grabbed an iPhone 4 and later an iPad 2. This was the point when I got familiar with OpenAL and the programmable function pipeline of OpenGL ES 2.0.

However, I was mainly studying, teaching and working as a network security administrator on the side for some time. So while I collected some valuable experiences in development as well as API design for engines and frameworks, my game projects only ever reached my friends and family as an audience. Since I was still using Linux for my home server, there were some patches and scripts I released for open source projects, but that was all the world ever saw from me.

Then, in early 2011, I finally got my chance. I applied at Daedalic Entertainment, a company I already knew from its beautiful point and click adventures and I scored an internship, which turned into a full employment. Since then, I have worked on many of their released titles, as well as some as yet un-released ones in different capacity, ranging from technical advisor over tools developer to lead developer and side-line project manager.

 

Not coding

In what little time I don't build games (for fun or for work), I enjoy watching TV Series, building gadgets using the Arduino Platform and Lego and playing Magic: The Gathering, Battletech 3025 or Shadowrun. I also love to go skating or snowboarding with friends.

 

Contact

If you want to get in touch with me, you can contact me .