9001 Northgate Blvd, Apt 218
Daniel J. Strycharske Austin, TX, 78758
(304) 279 – 9135 | email@example.com
Software Development Engineer Website: www.hipknowsys.net/dan
Languages & Systems
Knowledgeable: ActionScript 3.0, MXML, Shell scripting, C#, MySQL, Perl, SCHEME
Developed on: PC (Windows & Linux), Mac OS X, Xbox360, PS3
Experience: Physics, Animation, AI, Scripting, UI, Networking , Web Development
Software & Technologies
SDK/API: OpenGL, DirectX, Flex SDK 4.0, PhysX, Box2D, Bullet, Maya C API, Lua C API, Ogre3D
OS: Microsoft Windows, Mac OS X (Snow Leapoard, Lion), Linux(Ubuntu), Palm webOS
Development Tools: Unreal Engine3 & Editor, PS3 & Xbox360 test tools, Xbox360 Dev Tools,
Microsoft Visual Studio, XCode 4.0 – 4.2, Flash Builder 4, Flash Professional, Git, GitHub,
Perforce (P4V), 3DS Max & Maya, Photoshop, CVS/SVN, DevTrack, Delta Walker, TextMate ,
Netbeans, Codeblocks, Eclipse
Developer (May 2011 – Feb 2012)
GameSalad Inc., Austin, TX
Worked on the GameSalad Creator game creation tool. This is a Mac-based tool that allows
anyone to create and publish a game to the Apple or Android stores. It is a drag and drop
interface for placing actors within the scene and hooking up rules and behaviors to those
Duties ranged from low-level system optimizations such as memory leak fixes, asset
management rewrite, graphics system redesign and localization to high-level systems such as
behaviors, audio, In App purchasing for iOS, bug fixes, gameplay features, Game Center on
iOS, and texturing. There were other smaller duties that would come up as needed. Overall
I touched pretty much every system ranging from Obj -C codebase to C/C++ to Lua.
Worked on a 2 week agile cycle with daily 15 minute scrums per team. We used Jira for bug
and task tracking. Features were schedul ed for a 2 week sprint, or would be scheduled
across multiple sprints as necessary. Worked closely with the designers for user facing
details to implement the backend. There is an internal game team I worked closely with who
used the tool for larger GameSalad company projects. Worked with other 3 party clients to
deliver specific needs and functionality to our clients.
Junior Programmer (Dec 2009 – April 2010)
Airtight Games Studio, Redmond, WA
Worked on a physics destructible object, as well as implemented the basic HUD for the
scoring system with those objects. I was involved with a driven and collaborative team of
designers and artists in order to determine the desired functionality from the scoring system
Duties included meetings for updating the team with progress, ownership of the lower level
physics systems, working primarily with PhysX as well as proprietary code, and coding with
the Unreal Engine 3, including editor support for my objects, during development.
Junior Tester (April 2009 – Dec 2009)
Airtight Game Studio, Redmond, WA
Tested the multi-platform project “Dark Void” on PS3, Xbox360 and PC. Worked closely with
several other testers in-house as well as keeping constant communication with an out -
sourced test team. We worked with DevTrack for tracking bugs and creating databases that
all the testers could observe and take initiative on bugs if needed. Would run a variation of
speed, performance, soaks, functional, full game and general playability tests, sometimes
doing all of them daily, other days focusing on just one or two.
Animation/Graphic Design Intern (Summer 2004)
Fischer Edit, Minneapolis-St. Paul, MN
I was responsible for texture creation, basic modeling, basic animation, roto -scoping, basic
video editing, sound creation, and post-production image editing. Created an intro sequence
for Desert Light Studios using Adobe’s After Effects and 3DS Max for modeling and animating.
DigiPen Institute of Technology Fall 2004 – Summer 2009
Bellevue, WA – Redmond, WA
B.S. in Real Time Interactive Simulation, Computer Science
Minor in Mathematics
GameSalad – “GameSalad Creator”
Worked on the free tool called the GameSalad Creator. It is a drag and drop interface that
allows anyone to be able to quickly and easily create a game. The tool included a pipeline for
publishing to the Apple and Android stores. I was mainly responsible for many of the iOS
specific features, namely Game Center and In App Purchasing. I was also responsible for a good
portion of the asset management system and Pro Level behaviors. These were special users
who paid for an elevated version of GameSalad Creator which had special functionality and
behaviors, along with first look privileges of beta releases and hot fixes. This was a very agile
development environment as new features and tasks would come up daily along with bugs.
Things would change daily and we would have to keep up with it. Thus I became very familiar
with many systems very fast.
Airtight Games – “Unannounced Project”
Created a physics destructible actor that used a support structure so only the pieces hit would
break apart. A damage propagation system on top of it created fracture mesh objects that
would react to different types of damage appropriately. Multiple destructible objects could be
placed together to form a chain of objects that would support each other. I created a HUD that
was used for a basic scoring system using the various destructible pieces in the environment.
Airtight Games – “Dark Void”
I worked as a tester on the multi-platform project Dark Void for the PS3, XBOX 360 and PC. I
worked closely with two other in-house testers to distribute necessary test cases and platform
tasks between ourselves. I was required to write formal bugs in the DevTrack database.
Several aspects of the game-play were also given over to me to own for the entirety I worked
on the project. We were also required to verify and regress bugs coming from an out-sourced
team that was off-site. This required us to follow a convention that we agreed upon in order to
keep the work flow smooth, under control, and easy for anyone to look at the database and
enter/regress a bug. Also tested the DLC for the project.
Gamma4 Submission – “Triple Trouble”
A top down “shooter” style game in which the entire input scheme consisted of a single button.
The project was created over a 2 week period. The engine was all original design (minus Box2D
for physics) coded using C++ and Lua. The engine used OpenGL, and gameplay scripting using
Lua. The player is a single colored ball being red, blue or green. There are three enemy types,
corresponding to the same colors. A small triangle rotates around the player pointing out a
direction. When the button is pressed, the player moves in that direction. In the environment
are 3 types of collectibles corresponding to the same colors. When the player collects one, he
changes to that color. Enemies of the same color are destroyed by touching them. The other
enemies can stun the player. The idea of the game was to destroy the enemies in the
environment within the allotted amount of time.
Native Team Lead Developer
5 th Cell Media
Airtight Games Studio