Simon Kramer

Gameplay Programmer

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Bow Mechanic

Full bow mechanic with drawing, holding, aiming and releasing arrows.

Third Person Shooter

Weapon recoil system combining camera shake, hand-keyed recoil animation, and S-curve camera displacement. Uses a runtime rig to animate aiming and weapon holding.

Viking RPG

Environment interaction system and attack combo system with animation canceling. Work in progress.

Team Projects

Four group projects at Futuregames, collaborating with artists, designers, and fellow programmers using Perforce.

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Snake Simulation

AI-driven snake simulation with A* pathfinding for autonomous navigation. Uses a linked list for tail segments. Includes a player-controlled mode.

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Technical Art

Laser Blast FX

Rigid body destruction simulation in Houdini—dynamic laser impacts triggering debris, particles, and smoke. Based on Steven Knipping's Applied Houdini series.

Prop Modeling

Prop Modeling in Stylized Art. Modeled after concepts by Alexandra Gaber and Thijs de Rjicke.

Photogrammetry

Head model created with single camera photogrammetry and retopologized in Wrap3. Facial rig based on the Facial Action Coding System (FACS).

Rigging

Character and mechanical rigging with a focus on clean deformations and proper skinning.