Also Known As
- Jaime Olivares
- Jaime Cifuentes
|Assassin's Creed IV: Black Flag (2013)||(AI / Gameplay Programmers)|
|Batman: Arkham Origins (2013)||(Principal Gameplay Programmer)|
|Assassin's Creed: Revelations - The Lost Archive (2012)||(AI Programmers)|
|Assassin's Creed: Brotherhood (2011)||(AI Programmers)|
|Assassin's Creed: Revelations (2011)||(AI / Game Play Programmers)|
|Assassin's Creed: Brotherhood (2010)||(AI Programmers)|
|Assassin's Creed II (2010)||(AI Programmers)|
|Assassin's Creed II (2009)||(AI Programmers)|
|Prince of Persia (2008)||(Gameplay Programmers)|
|FIFA Manager 06 (2005)||(Programming Team)|
|Commandos 2: Men of Courage (2001)||(A.I. Programmer)|
|Commandos: Beyond the Call of Duty (1999)||(Programming (User Interface & Allies))|
|Commandos: Behind Enemy Lines (1998)||(Interface Programming & Allies)|
|Tom Clancy's Rainbow Six: Siege (2015)||(Ubisoft Entertainment)|
|Assassin's Creed III (2012)||(Thanks)|
|Imperial Glory (2005)||(Con la colaboración de)|
From September 2005 to June 2006, Jaime Cifuentes was a Software Engineer on NBA Live 07 (Xbox360/PS3) at Electronic Arts. His main tasks were to rewrite the AI architecture design for the game, technical briefs creation about the new system, team mentoring in the new architecture, base AI application implementation, AI integration with a company standalone PC application
(testbed) to allow the creation of new AI features outside the mainline to improve productivity, and integration of the new AI back into the mainline.
From December 2004 to September 2005, he worked on FIFA Manager 06 at the same company. His main tasks were the design and implementation of two major features of the game: 1. Match Analysis Tool (match data retrieval and statistics generator) and 2. Transfer Market search engine. He also integrated the new FIFA commentary system in the game.
From 1997 until December 2004, He worked at Pyro Studios. He was Lead Programmer on Imperial Glory and his main tasks were the design team direction and mentoring (all new hires with no experience in game development), software engineers leading and mentoring (all new hires with no experience in game development except the graphics engine programmer), development schedule creation and maintenance, architectural software design, core application implementation, network game software design and implementation.
In 2001 Jaime Cifuentes also did the AI programming for Commandos 2 (PC/Xbox/PS2), and was Project Lead for the Praetorians game prototype in 2000. Between 1997 and 2000 he did the AI and front-end programming in C++ for Commandos: Behind Enemy Lines and Commandos: Beyond the Call of Duty.
Between 2001 and 2002, he was a Software Engineer at Trilobite Graphics (software design for the Duality project, gameplay / AI programming, network programming)
Between 1992 and 1996 he was a freelancer at Electronic Arts Spain / Drosoft, doing software localization from source codes in C, C++ and assembler.
Last updated: Jul 09, 2007