howdy!

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I'm Eric Undersander and I've been making video games for over ten years. I'm credited on six AAA titles including Madden NFL and Kingdoms of Amalur: Reckoning.

I've been a freelancer since mid-2011 and I've really enjoyed the broad exposure to new game teams and new codebases. I'm available for on-site contract work. My areas of expertise:

physics
4+ years Havok Physics experience, collision detection, character movement, ragdoll, IK; I've written my own physics simulator, as well
graphics
Shader programming, DirectX, terrain rendering, OGRE engine, Vision engine, skeletal animation, shadow mapping, occlusion culling
camera
Smart third-person cameras; see 'Publications' below for my GDMag article on the subject
ai pathfinding
Experience with navmesh-based pathfinding at multiple studios

resume

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LinkedIn Resume

demo video

A quick montage of some of my solo projects:

blog

Here's the takeaway of this whole post: For camera collision zoom, don't cast a ray. Don't cast a sphere. Cast the near face of the view frustum. Read at Gamasutra.com
I’ve used Havok Physics at several game studios over the years and I thought I’d share some little-known but hopefully useful tips about this middleware. Read at Gamasutra.com
More blog posts coming soon!

published!

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I wrote a technical article about the third-person camera we built for Kingdoms of Amalur: Reckoning, with emphasis on my obstacle avoidance solution. The Sticky Collision Beam was published in the September 2011 issue of Game Developer Magazine.

stack overflow

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My Stack
Overflow Profile
I occasionally participate at Stack Overflow to answer programming questions. You can read through my responses to get an idea of how I approach and explain problems.

contact me