Josh Szepietowski - Software Developer - Game Designer
http://www.goosey.info
Goosey@gmail.com
330-204-8251

8604 Hunters Trace Ln

Plano TX , 75024

 Game Experience

Kings Isle Entertainment Inc

Fall 2006 - Present

Associate Programmer

Unannounced Title

  • Team Size: Large (30+).
  • Fully implemented custom font system and related tools.  

Kings Isle Entertainment Inc

Summer 2006 - Fall 2006

Programmer Intern

Unannounced Title

  • Team Size: Large (30+).
  • Fully created a mini game.
  • Implemented upgrades to the custom GUI System and Scripting system.
  • Implemented upgrades and bug fixes to the Script Editor/Debugger tool.
  • Was three time "Idea of the week" winner.
  • Performed enhancements to boost developer productivity.  

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.
  • Supports both the 2D and 3D hardware.  

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

Fully Featured Dual API 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.
  • Usage is identical for both Direct3D 9 and OpenGL 2.
  • Extendable and optimized particle system.  

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 type-free variables.  

Danger Ball '77

Winter 2006 - Spring 2006

Programmer

Unreal Tournament 2004 Total Conversion

  • Team size: 4 Programmers, 2 Artists, 6 Level Designers.
  • Wrote custom melee attack code including a lunging strike.
  • Wrote gameplay and network code for a several systems.
  • Wrote several sections of the TDD. 

Invalid Tangram

Summer 2005 - Fall 2005

Sole Developer

Original concept 2D puzzle/shooter game

  • Out of 19 programmer games picked to be shown in The Guildhall 2005 Winter Exhibition.
  • Fully designed and implemented a fun and original puzzle/shooter hybrid.
  • Uses custom XML file formats and a custom 2D vector rendering engine.  

AWGIPDFFETEFA51

Fall 2004 - Winter 2004

Lead Programmer & Designer

Original concept 2D action platform game

  • Team Size: 1 Programmer, 2 Artists
  • Developed a custom 2D engine and implemented all gameplay elements.
  • Designed the contra-style side scrolling action with aliens fighting marines.  

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, HLSL, Cg, GLSL, ARB Assembly, x86 Assembly, ARM Assembly, Actionscript, Java, C#, Unrealscript, Makefiles, HTML
  • APIs: DirectX 9.0c, OpenGL 2.0, Source Engine, FMOD, TinyXML, DevIL, MFC, Win32, libnds
  • Development Software: VS.NET 2003/2005, SVN, Photoshop, 3DSMax, MS Office, GCC/G++, Make
  • Target Platforms: Windows, Nintendo DS