After a brief stint in the world of eCommerce, Martin Sweitzer embarked on his lifelong dream to make computer games! While working at Sony Online Entertainment he met eleven other kindred spirits and thus, Sigil Games Online was founded to create Vanguard: Saga of Heroes. With Vanguard, Martin was first introduced to the Unreal Engine and fell in love with it.

Martin started work at Epic Games at the start of the Xbox360/PS3 generation. During his 7 years at Epic, he worked on Gears of War 1, 2, and 3, Unreal Tournament 3, and Fortnite. Throughout those years he wrote and contributed to numerous gameplay and engine features across all aspects of the Unreal Engine such as the Game Framework layer and the Physical Material system.

At Epic, Martin was instrumental in getting Continuous Integration up and running company-wide, was one of the select few programmers who gave the technical portion of the Epic Programmer interview, the primary programmer working on Gears Of War 1’s Multiplayer gameplay, and was heavily involved in optimizing each title near its ship date.

Martin was one of 6 industry veteran founders of Bitmonster Games where he helped bring to life a wide genre of games utilizing Unreal Engine 3. Shipping new games in a breathtaking 7 months time each, Martin was one of only two programmers responsible for: Lili, THRED, Gunner Z, Gunner Z: Outskirts, Lili: Child of Geos, GRAV, and GRAV: Reborn.

At Squanch Games, Martin worked hand in hand with Justin Roiland (the co-creator of Rick and Morty) and Dr. Splorchy, where he was the sole programmer on Dr. Splorchy Presents: Space Heroes for the Google Daydream. He soon worked on Trover Saves the Universe, a narrative based VR platformer with the most insane dialog ever made into a video game and shipped on a myriad of platforms including PS4, PS4 VR, PC, HTC Vive, Valve Index, Oculus Rift, Xbox One, Switch, and the Oculus Quest.

Martin is well known for his insane work ethic and willingness to find solutions to problems others have given up on. He is always striving to make the lives of Artists and Level Designers easier. He has presented at GDC with talks including “Building a Flexible Game Engine: Abstraction, Indirection, and Orthogonality” and “Automating Regression Discovery: Finding the Wrenches in the Gears of War”. He is always willing to speak to people both in and outside of the Industry.

Martin is currently the Principal Engineer at Big Time Studios. When he is not in front of a computer, he is out trying to be the very best Pokemon Trainer there is — that no one ever was.

  • Helping experienced teams using Unreal Engine for the first time
  • Working with indie developers to take advantage of Unreal Engine
  • Optimizing projects to ship (e.g. CPU performance, memory usage, frame rate requirements, etc.)
  • Setting up infrastructure for effective Unreal Engine development
  • And more!

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