CV

of Steffen Itterheim, professional Game Developer since 1999.


November 2009 – Now

Independent iOS Game Developer

Ingelheim, Germany (Website)

Self-Employed
  • Programming various iOS Games, see References (Objective-C, Xcode, cocos2d-iphone)
  • Consulting on iPhone platform capabilities and limitations, iTunes Connect, Marketing
  • Running a popular cocos2d Q&A Website at www.learn-cocos2d.com

May 2009 – October 2009

Co-Founder, Fun Armada GbR

Ingelheim/Bad Soden, Germany (Website)

Technical Director
  • Programming iPhone Game Black Hole (Objective-C, Xcode, cocos2d-iphone)
  • Tech Design and Planning of Server Technologies, Build Tools, Game Frameworks, Processes
  • Evaluation of Unity iPhone, iTorque, Shiva 3D, SIO2 game engines (Unity, UnityScript, C#, Mono.NET, Torque, TorqueScript)
  • Confluence Wiki Administration

May 2002 – August 2009

Electronic Arts Phenomic

Ingelheim, Germany (Website)

Software Engineer, Scrum Master, Content Manager, Lead Content Designer
  • Programming of the Spellforce & Battleforge scripting system for game logic (Lua, C++, C#, .NET, wxWidgets)
  • Design & Programming of the Spellforce script language for NPC dialogues and cutscenes (Lua, Allclear)
  • Shaping the processes and programming of the tools for localization of Battleforge & Spellforce (C#, Lua, Excel, MySQL, Qt)
  • Programming of the Battleforge Database frontend tool BEE (C#, .NET, C++, NHibernate, Sandgrid, SmartPropertyGrid, DotNetMagic)
  • Administration of the Battleforge development database (MySQL, MS SQL, SQLAPI++)
  • Further development & maintenance of the Battleforge module for combat behavior (C++)
  • Installation & administration of the Confluence Wiki (HTML, CSS, Velocity, Java)
  • Prototype development (gameplay, controls, user interface, level design, scripting)
  • Scripting of Spellforce gameplay and quests, plus level design
  • Managing the 6-12 staff members of the Spellforce Content Design Department

June 1999 – May 2002

NEON Studios

Frankfurt/Main, Germany (Website)

Lead Level Designer
  • Scripting of gameplay, enemies, controls and menu screens of Gameboy games
  • Technical go-to guy for up to 6 coworkers
  • Game Design of Dave Mirra Freestyle BMX (GBC)
  • Programming a Level Editor for Gameboy Advance (C++, MFC)
  • Level Design for Armorines – Project SWARM

November 1998 – June 1999

Intertronic Computer

Wörrstadt, Germany (Website)

Computer Service Technician
  • Configuration, installation, diagnose & repair of PC systems und periphery
  • Extensive field work at state and public institutions in Germany

May 1998 – October 1998

Intensive preparation for work

Morschheim, Germany

Level Design & Programming
  • Design and Programming of an ambitious Quake 2 Mod for job applications
  • Self-study of C/C++ programming for Windows (MFC, Win32 API)

August 1992 – April 1998

Hofmann & Ziss Computerservice

Schwaikheim, Germany (Website)

Computer Service Technician, part-time
  • Configuration, installation, diagnose & repair of PC systems and periphery
  • Installing and configuring Novell networks at schools and universities
  • Customer consulting, purchase and sales

January 1996 – March 1998

Apogee / 3D Realms

Compuserve (Website)

Forum SysOp & Beta Tester, part-time
  • Compuserve Apogee Forum SysOp
  • Customer support, technical aid, writing manuals, tutorials, guides and FAQs
  • Beta Tester for Shadow Warrior and Balls of Steel

July 1996

Lessing Gymnasium

Winnenden, Germany (Website)

Abitur (university-entrance diploma)
  • Main subjects: English and Geography
  • Secondary subjects: Math and German

July 1975

Katharinenhospital

Stuttgart/Bad-Cannstatt, Germany (Website)

Birth
  • Lasting influence on my surroundings through screaming, crying, weeping, sucking, chuckling and giggling
© 2009 Steffen Itterheim - Videogames Programming, Design & Consulting