KOHLER Christophe
Born in 1973
12 Rue de Carnac
78180 Montigny le Bretonneux FRANCEEmail : christophe.kohler _a_t_
dk-games.com
CV
RESUME
Professional Experience
- 2005 to now -
Video Game Developper
DK-GAMES [visit dk-games website]
Manager / Programmer
I'm now independant. I've decided to create and produce my own games. I'm hiring other independant or companies.
Projects:
I'm currently working on 2 DsiWare projects
- WiiWare : Fishie Fishie (Released April 2010 USA, later Europe)
A nice game that player play with only one button. Arcade style, intense action.
See website and trailer HERE.
- WiiWare : Equilibrio (Released April 2009 Europe and USA. April 2010 Japan)
Since 2008, I'm working on the Wii and the online selling service WiiWare. I've released a game named "Equilibrio" which sold quite well. I can continue working in that interesting way.
- DIDJ : Indiana Jones (DIDJ is an educationnal console from Leapfrog) (Release July 2008)
Indiana Jones is a platformer and educationnal game (Math) based on the Indiana Jones IV movie. I'm managing all the programming part (we are 4 programmers) (the rest is done by Virtuos).
- DS : Lapin Malin, Learn to read and write. (Release June 2008)
Educative game to learn how to read and write. I helped the studio Planet Nemo to create their first game bringing my DS experience and technology.
(voir la bande annonce)
- PS2 : "Back to Sparta" demo (Nov 2007)
During two months I worked on a PS2 prototype of a beat'em all PS2 game for Virtuos. The goal was to create something good looking and evaluate GameBryo engine. This was an interesting challenge because delay was short and I need to take in hand a new Middleware.
- DS : FIZZ (Release date Q1 2008)
This is an original and addictive puzzle game. Move and turn nodes to align colors and create energy loops.
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- DS/PS2/PC : My Little Flufties (Release date Q4 2006 PC, Q3 2007 DS)
Life simulator for childs (4-8). In a feary forest, player have to take care of his cute creatures. Play with them, feed them and educate them.
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see credits here
- 2005 to 2008 -
Video Game Developper at
GAME SOURCE / VIRTUOS CHINA [visit Virtuos]
Technical Director and developper (external)
Games :
- DS : Speed Racer (Release date Q1 2008)
Technical study at beginning of project. The goal was to have a crazy and fast 3D racing game that fits the licence movie, repsecting all DS constaints. This was an intersting challenge and I think the goal is reached.
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- PSP : Beowulf (Release date Q4 2007)
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Technical study at beginning of project. The game use UbiSoft internal JADE game engine and editor. I've followed a formation on how to use that tool and report the team the knownledge. This was an interesting experience because that tool is complete and powerful.
- DS : Asphalt 2 (UbiSoft) (Release date September 2006)
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Racing game. 3D code on NDS.
- PSP : Street Riders ("187 Ride or Die") [visit Street Riders Site]
Technical director on UbiSoft Street Riders (port of PS2 "187 Ride or Die"). Game is produced in China and leaded from France. I set up the whole project, defined the working methods, the technical choices, plannings and weekly tasks. Daily support and feedbacks with programmers, code on critical parts (optimizations). 6 months.
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- 2003 to 2005 -
Video Game Developper at
BABYLON SOFTWARE
Programmer, Playstation2 specialised
Games :
- PSP PROTOTYPE : Racing Game
Creation of a demo with a car in a background. Use of GCC compilator and Sony PSP emulator. Use of the GU like (OpenGl Oriented).
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- COLD FEAR (PS2) : Mission at DARKWORKS [visit DARKWORKS website, COLD FEAR website]
Work on the game COLD FEAR as Playstation2 expert. Work on "Technical Requirement". Specificationb and debug of memory card flows. Help on final game debug. Soumission preparation of game for Europe and US. 2 months mission.
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- TRACKED DOWN (DEMO PS2) :
Racing game prototype. Demo show a bike tracked by a car. The demo featured cinematographic cameras. Demo is fully playable at any time.- Huge delay constraint (2 months of development, 3 people, 1 graphist, 1 game designer and 1 programmer (me) )
- Coding of scripted cameras and new fx : Depth of field, road reflect, speed blur.
- RPM TUNING (PS2) :
Racing game (street racing type)
3D Programmation and low level coding on Playstation2 (file system, memory manager), optimisations, new graphic features, Renderware customization (VU programmation with VCL). Game uses Renderware graphic 3.5 and renderware Audio 3.5 Game released on may 2004.![]()
- 2002 -
Video Game Developper
NEMOSOFT
Programmer, Playstation2 Specialised : Lead of PS2 team and R&D
Games :
- CARS AND GIRLS (PS2) :
Racing game, arcade type.PS2 programmation. Creation of game prototype with a complete playable level.
Port of the Nemosoft racing game to PS2, write new specific parts (display is Renderware 3.4), real time data streaming (datas and musics). Follow the team in Yougoslavia (Belgrade).
- 2000 to 2002 -
Video Game Developper
OÏKO ENTERTAINMENT
spinoff of Mathématiques Appliquées S.A. (MASA) [ MASA Website]
Games:
- CONFLICT ZONE (PS2) :
Lead of the PS2 port. Rewrite of all specific parts. Lead of a 3 programmer team.
- DINOZ (PS2) :
Write of the low level code for PS2 (file system and input management)Full Credits
Test Conflict Zone Console Plus (17.8/20) (Page1)
Test Conflict Zone Console Plus (Page2)
Test Conflict Zone 100% console (17/20)
Test Conflict Zone PSM2 (14/20)
Test Conflict Zone JeuxVideo (13/20)
Preview Conflict Zone PS2 Official Mag UK (Page1)
Preview Conflict Zone PS2 Official Mag UK (Page2)
Preview Conflict Zone PlayZone
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- 1998 to 2000 -
Reel Time Development Engineer
Matra Bae Dynamics [ visit website ]
Projets:
Development of an embeded system based on motorola 68380 microcontroller. Low level coding, kernel and application in C. Full cycle develpment followinf the V cycle. Support on software (7 months).
Upgrade of an embeded system on boatl (Intel 8bits microcontroller) (6 months).
Management of a unix software for mission preparation (trajectories computations). Software composed of 44 algorithms. Definition of interfaces between algos. Link between all teams. Support and formation to users on that software (1 year).
Study on a naval system based on PowerPC 604 (1 month).
Knowledge:
International context, strong interaction with UK teams.
High level constraints on software (reel time, memory limitation, testing)
Method and quality. Development Cycle of softwares since the specification until the delivery to users. Testing on different levels.
Differs on projets :Team work or fully autonomous.
Lead of some subcontractor.
Formation
1992-1997
Electronic and computer science Engineer
E.S.I.E.E (Superior School of Electronic and Electrotechnic) [ visit website ]
Scientific learning in mathemathics and physics.
Technical learning : Computer science, Micro-informatique, Electronic, Logic, Algorithms, Micro-électronic, Electrotechnic.
Automatic Spécialisation : Real time systems, Signal Processing, Modelisation, Commands, Identification, Bond Graphs, Mobile Robotic.
STAGES
1997 (6 months) - STAGE SEXTANT AVIONIQUE (Vélizy, 78)
Study of formal langages (Trio software under Unix)1996 (3 month) - STAGE POLITECNICO DI MILANO (Polytechnic school of Milan, Italy)
Neural network study (SNNS Simulator under Unix)1996 (2 month) - STAGE ESIEE
Creation of an helicopter model using neural networks (C coding)1995 (2 month) - STAGE ESIEE
Creation of tool for mesuring exposition time for photographic work (microcontroller 8 bits board, assembley coding)
Skills
COMPUTER
LANGAGES : C, C++, Assemblers
TECHNIC for video games :
Console System Development (Playstation2, GBA and PSP)
2D and 3D Technics (RenderWare Graphics,DirectX)
OS : PC Windows XP , Unix Solaris 2.x
PC TOOLS: Dévelopment : CodeWarrior, Visual C/C++
Graphic : Photoshop, 3DSMAX, Lightwave
Misc : Word, Access, Excel, SourceSafe, CVS
SUN TOOLS : HP Emulators, PVCS, Interleaf, Framemaker
HARDWARE : PC, PSP, PLAYSTATION2, DREAMCAST, GAMEBOY ADVANCED, PLAYSTATION, SUPER NINTENDO, AMIGA 1200, COMMODORE 64.
- Games done in my free time :
D.N.A (PC PS2 GBA) (2003 until now) (Play online to gba version)
Project of plateform/shoot game. (www.gosg.org). Coordination, game design and programmation.
TANK ZONE (Game Boy Advance) (2001) (Play online)
tank game, remake of Armor Attack. 16 levels.
LODE RUNNER (Game Boy Advance) (2002) (Play online)
Prototype (Lode Runner remake).
- Other developments :
Small engine that replay messages (DirectX) (1999)
2D Plateform Freeware on Amiga1200 (1996-1998). Wrote in asm to get the best on the hardware. Level editeur also in asm.
Demomaker (1988-1995) (Amiga 1200 et 500). Creation of lot of demos and tools.
MISC
FOREIGN LANGAGES :
Anglais High level
Italian Average level
SPORT self-defense Instructor.