Josh Szepietowski http://www.goosey.info Goosey@gmail.com 330-204-8251 10610 Morado Cir. #3423 Austin, TX 78759 Game Experience Total Immersion Software Inc Fall 2009 – Present Software Engineer Unannounced Title Contributed to Core SDK code-base. Kings Isle Entertainment Inc Fall 2006 – Fall 2009 Game Systems Programmer Associate Programmer Programmer Intern Wizard101, Unannounced Title Client and game systems work on Gamebryo-based engine for two titles. Responsible for font rendering system and font generation tool. Contributed to GUI system tools including various custom GUI controls. Designed and implemented tutorial system and tutorials. Created material-based item customization system (engine and UI). Implemented asynchronous loading for custom materials. Researched, designed, and implemented various tools and scripts for development productivity. Designed second generation render management framework. Invalid Tangram DS Fall 2006 - Spring 2007 Sole Developer Port to the Nintendo DS portable system Port of PC game Invalid Tangram to the Nintendo DS hardware. 3D hardware for sprite rendering and experimental multiplayer via WIFI. Grimoire Fall 2006 - Spring 2007 Senior Programmer Half Life 2 Death Match Total Conversion Team size: 5 Programmers, 4 Artists, 6 Level Designers. Wrote several sections of the TDD and performed final quality pass. Built configuration system allowing in game tweaking without restarting. Made particle system allowing effects to be composed in real time. Created a number of particle effects for the spells and spell system. GRENDER Fall 2005 – Spring 2006 Sole Developer API agnostic 3D Rendering Engine Shader effects including: parallax mapping, cel-shading, and gloss mapping. CPU and GPU skeletal character animation. Terrain using chunked LOD and Root-Mean-Square to eliminate popping. Shooter demo featuring a terrain editor and real time fluid surface dynamics. Supports D3D9 and OpenGL 2 as back ends. Fully abstracts details. Extendable and optimized particle system. Quake BSD level loading. GScript Winter 2006 – Spring 2006 Sole Developer Custom Scripting Language and Virtual Machine Performance tuned stack based virtual machine with JIT compiling. C-Style syntax with a dynamic type system. Danger Ball ‘77 Winter 2006 – Spring 2006 Programmer Unreal Tournament 2004 Total Conversion Team size: 4 Programmers, 2 Artists, 6 Level Designers. Responsible for custom melee attack code including a lunging strike. Engineered gameplay and network code for several systems. Invalid Tangram Summer 2005 – Fall 2005 Sole Developer Original concept 2D puzzle/shooter game Independent Games Festival 2007 Student showcase finalist. Created tools (level editor, entity designer) using XML file formats. Implemented custom 2D Win32 vector rendering engine. AWGIPDFFETEFA51 Fall 2004 – Winter 2004 Lead Programmer & Designer Original concept 2D action platform game Team Size: 1 Programmer, 2 Artists Implemented a DirectX 2D engine and all gameplay elements. Education The Guildhall at SMU Summer 2005 – Spring 2007 http://guildhall.smu.edu/ Masters-Level Certificate Digital Game Design: Software Development Specialization Stark State College of Technology Fall 2003 – Spring 2005 http://www.starkstate.edu/ Associates Interactive Media Computer Science: Video Game Design Option Skills Languages: C, C++ (STL, C++0x), C#, Python, Lua, HLSL, Cg, GLSL, Java, D, Javascript, Haskell, Unrealscript APIs: Boost, DirectX 9.0c, OpenGL 2.0, FMOD, TinyXML, DevIL, Win32, XNA Game Engines: Gamebryo, Source Engine, Unreal Development Software: Visual Studio, Subversion, Mercurial, Git, Bazaar, Photoshop, 3DSMax, GCC/G++, Make, Premake Methodologies: Object Oriented Programming, Functional Programming, Agile, Scrum, Test Driven Development, Design Patterns Target Platforms: Windows, Nintendo DS, Xbox 360, Android