******.******@*****.*** 732-***-****
Robert Onulak www.robertonulak.com
Redmond, WA
Game Software Engineer
Objective
To become a game software engineer making fun and engaging games.
Programming Skills
Highly proficient at C/C++
Writes robust, easy-to-use, easy-to-read, well-tested code
Proficient in game and software architecture, and system design
Strong at C++ templates, Win32, Visual Studio, 3D math, linear algebra, math programming
Working knowledge of SVN, Java, Scrum, bash/DOS, JavaScript, JSON, Lua, C#, SQL, Nintendo DS, Python, quaternions,
cryptography, OpenGL, OpenGL ES, GLSL, Objective C, wxWidgets, Assembly, XML, Linux, Mac OS, Perforce, Hansoft
Professional Experience
5TH Cell Programmer Intern 07/11-09/11
Porting an unreleased iPhone title to the Android from Objective C to JavaScript.
Core systems ported include graphics, physics, animation, file I/O, input, HUD, and core gameplay.
Wrote in Python to convert iPhone XML into JSON.
Game Projects
Solstice Sense of Wonder Night Winner Technical Director, Shared Codebase, UI, Tools 2010-2011
Technical Director on a 3D Microsoft Kinect based poetic exploration game supporting 4 developers.
Co-architect and implementer of a data driven, shared component -based architecture used in Nitronic Rush and
Solstice for fast iteration on the development cycle.
Wrote a single click build script that makes the installer for distribution and a build for playtesting purposes.
Bound C++ to Lua for improving the iteration on game logic by removing the need to compile and having the ability to
reload Lua scripts while the game is running to reduce resource load times.
Implemented a simple 3D level editor for logic and object placement used in making levels for the game.
Wrote a system for managing in-game UI that allows for reloading the UI layout during runtime.
Implemented various debugging tools like mini-dumps, profilers, assertions, and a crash handler for tracking bugs and
slowdowns in any stage of the development cycle.
Nitronic Rush Co-Architect, Shared Codebase 2010-2011
Co-architect on a 3D futuristic car racing game.
Supported 4 programmers by decoupling the shared code base, adding feature requests, and resolving bugs.
Nurgles Technical Director, Systems, UI, Tools 2009-2010
Technical Director on a cartoony 2D action side-scroller.
Wrote a data-driven component-based architecture for a fast iteration on game design and development cycle.
Designed and implemented a 2D tile based editor for fast modifications of level design. Has custom UI for in-game
object and tile placement for ease of use.
Sowlar IndieCade Winner Technical Director, Systems, Graphics, UI, Tools 2009
Technical Director on an 2D ASCII farming simulator.
Wrote an ASCII graphics engine for rendering ASCII art with 16 bits of color in a DOS console window capable of
drawing 2D sprites which support multiple frames of animations and ASCII particle systems.
Designed and implemented the level and art editor for making 2D ASCII art and ASCII levels. Art including full screen
images or small sprite frames for combining into ASCII animations for a tile based game.
Awards
Solstice Sense of Wonder Night Tokyo Game Show Winner 2011
Sowlar Top 10 Finalist IndieCade Finalist 2009
Student Employment
DigiPen Institute of Technology Computer Science TA (CS 120, 170) 09/09 - 04/11
Helped students learn C/C++ programming, data structures, algorithm design, and optimization.
Education
DigiPen Institute of Technology B.S. Real Time Interactive Simulation, Math Minor, Honors 12/2011