Resume
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robert.onulak@gmail.com
Camarillo, CA
Camarillo, CA
Programming Skills
- Highly proficient at C/C++
- Proficient in game and software architecture, and system design
- Strong at C#, C++ templates, Win32, Visual Studio, Perforce, Windows
- Working knowledge of ANTS, JIRA, 3D math, linear algebra, math programming, Java, python, JavaScript, Lua, Objective C, bash/DOS, Nintendo DS, quaternions, cryptography, OpenGL, OpenGL ES, GLSL, Assembly, XML, Linux, Mac OS
Professional Experience
Zindagi Games
07/12-PresentSoftware Engineer | Tools
- Tools programmer on in-house Asset Editor and made various improvements to our Project Push/Pull tool and scripts.
- Worked on custom UI in the Asset Editor for editing game objects and components using WinForms. Wrote the framework to allowed designers and programmers to make custom UI for entire objects, components, and attributes.
- Supporting art and design teams with daily bug fixes and creating wiki documentation and videos on new features.
- Tracked down and improved performance and memory problems using ANTS Performance Profiler.
- Wrote a memory mapped TTY viewer for displaying and filtering extremely large log files from post game recaps.
5TH Cell
07/11-09/11Programming Intern
- 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
2010-2011Lead Programmer | Shared Codebase, UI, Tools
- Lead programmer 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.
- Designed and implemented a glue binding system from C++ to Lua to improve game logic iteration.
- Implemented a simple 3D level editor for logic and object placement used in making levels for the game.
- Wrote various debugging tools: mini-dumps, profilers, assertions, and a crash handler to track bugs and bottlenecks.
Awards
- Tokyo Game Show: Sense Of Wonder Night 2011 | Winner
- Independent Propeller Awards 2012 | Honorable Mention
Nitronic Rush
2010-2011Co-Architect | Shared Codebase
- 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
2009-2010Lead Programmer | Systems, UI, Tools
- Lead programmer 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
2009Lead Programmer | Systems, Graphics, UI, Tools
- Lead programmer 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
- IndieCade 2009 | Finalist
- GameCity Festival Showcase 2009
Student Employment
DigiPen Institute of Technology
09/09 – 04/11Computer Science TA (CS 120, 170)
- Helped students learn C/C++ programming, data structures, algorithm design, and optimization.
Education
DigiPen Institute of Technology
12/2011B.S. in Real-Time Interactive Simulation, Minor in Math, Honors