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Engineer Developer

Location:
San Mateo, CA
Posted:
August 27, 2015

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Resume:

WEI WU 213-***-**** acrfix@r.postjobfree.com *** N El Camino Real, San Mateo CA 94401

UNITY Engineer & iOS Developer

Professional client side game developer. Experience include: Game Engine, Game Play, Player Control, Camera Control, AI, 3d Rendering, Sprite Animation, 3d Animation, Audio, Shader, Particles, Physics Engine, Client-Server Communication, Facebook SDK, and App Store Releasing. Solid background in programming and functionality design. Experienced in mobile and UI development within fast-paced settings and building large, data driven systems. Excel at contributing solutions and ideas to resolve issues, enhance performance, and optimize user experience. Apply diversified technical knowledge base and advanced skills with algorithms. Adapt quickly to changing priorities and tasks to support end-to-end development activities. Distributed several Apps in App store: https://itunes.apple.com/us/artist/wei-wu/id906951741 TECHNICAL SKILLS

C, C++, C#, Swift, Objective-C, JavaScript, Unity, UDK, Flash, Havoc, Box2D, OGRE, XNA PROFESSIONAL PROGRESSION

Unity Engineer PLAY STUDIOS 2013-Present

Worked on myVEGAS SLOTS,

https://itunes.apple.com/us/app/slots-myvegas-free-las-vegas/id714508224?mt=8 A mobile game developed in C# and Unity. Top 20 in the App store grossing list. Constructed game engine and built slots games as well as doing performance optimization. Designed and built data driven slots engine supporting core game play.

Constructed data driven slots engine, which was later used to build a number of slots games.

Owned performance optimization, improved FPS from 5 to 60 on iPhone 4.

Once owned 4 out of 9 of the slots games.

Designed and implemented lots of nice looking UI effects: particles, shaders, and so on. Working on myVEGAS Blackjack

https://itunes.apple.com/us/app/blackjack-myvegas-21-free/id821744424?mt=8 The 2nd mobile product of Play Studios. Developed in C# and Unity.

Constructed the entire game engine.

Owning almost the entire gameplay.

Working on Client - Server communication.

Implemented lots of in game UI.

Unity Engineer – PLAYDOM DISNEY 2012-2013

Worked on Disney Dream Kingdom, developed in C# and Unity. Provided design and development for a variety of game systems, including camera, animation, sound, and user interface. Created effects and other gameplay features as well as identified and fixed bugs.

Developed end-to-end camera system, including camera animation, camera control, and guest view.

Structured entire building animation system with controls using a JSON file.

Owned audio. Built sound system, as well as developed the sound localization system.

Designed solution to overcome significant challenge in creating run-time UI components.

Handled a variety of UI needs, including store, inventory, friend ladder, energy items system UI, upgrade window, and other small components; designed aspects of UI system, including generating elements from JSON files.

Created buying and storing, energy items, and components of quest system for gameplay features. Software Engineer TIDEPOOL 201

Hired as first developer for startup company, building applications used for psychological assessment and data visualization as well as developing highly interactive user interfaces to optimize user experience. Completed first applications in a few weeks, proving vital to company attaining several million dollars in funding. Unity Engineer USC INSTITUTE FOR CREATIVE TECHNOLOGIES (ICT) 2010-2011 Worked with two developers on role-playing game, SOLVE-IT. https://www.youtube.com/watch?v=_0SvKT6B1WA&list=UUxfaUOBnfKf9VDDbcEYS1xw Contributing to creating GUI and working on a number of core gameplay features, including material loading, dialog systems, animation management, and game events.

EDUCATION

Master of Science in Computer Science UNIVERSITY OF SOUTHERN CALIFORNIA Scored highest in the algorithms class for both the midterm and the final. Bachelor of Engineering in Computer Science BEIJING FORESTRY UNIVERSITY PROJECTS

Light Saber Force (2009):

https://www.youtube.com/watch?feature=player_embedded&v=rzeqHos6J5o Contributed to AI, animation management, physics engine, and player control. Angry Fighter (2011):

https://www.youtube.com/watch?v=nk8gbAZaobg&index=7&list=UUxfaUOBnfKf9VDDbcEYS1xw Almost designed and implemented the entire game.

Unchained (2010):

https://www.youtube.com/watch?v=pYmnusAnTxY

Worked on graphics and shaders for flying ship games developed in XNA. Paradox Shift (2011):

https://www.youtube.com/watch?v=ASUCTHQkgaM

Provided work on materials, particles, and effects for first-person puzzle action game. Jello (2011):

https://www.youtube.com/watch?v=vYSMunm4mDg&list=UUxfaUOBnfKf9VDDbcEYS1xw&index=4 Wrote mass-spring system via C++ and OpenGL to create demo simulating Jello.



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