Résumé


Daniel Soltyka


Word 2003

PDF

Technical skills

Languages

  • Proficient in: C++, C#
  • Familiar with: PHP, MySQL, HLSL, XML

Tools and Technologies

  • Visual Studio 2008 / 2010, SVN, DirectX SDK, Microsoft XNA Framework

Education

University of Advancing Technology Expected March 2011
Tempe, Arizona

  • B.S., Software Engineering / Video Game Programming
  • Current GPA: 4.0

Work Experience

Programmer April 2010 – Present
Paranormal Entertainment

  • Large scale client / server game development using C++ and the Valve Source Engine / SDK
  • Developed new gameplay elements through custom class implementation as well as modifications to existing engine features
  • Developed new data driven GUI elements using VGUI
  • Developed multi-threaded interface to external application used for game updating
  • Designed and implemented various algorithms utilizing linear algebra and trigonometry in regards to 2D/3D coordinate transformations and camera manipulation
  • Used SVN to manage codebase trunk as well as patch branches
  • Used Mantis Bug Tracker to manage tasks and bug reports
  • Trained new programmers and used Microsoft Project to assign and monitor tasks
Tier 3 High Speed Internet Support Technician April 2007 – Present
Time Warner Cable

  • Developed object-oriented information dissemination utility using PHP which is used on a daily basis
  • Diagnosed residential and commercial WiFi and VoIP systems
  • Configured pseudo VPN over DOCSIS systems using Cisco 1805 devices
  • Assisted customers and field technicians with advanced troubleshooting
Tier 2 High Speed Internet Support Technician October 2006 – April 2007
Time Warner Cable

  • Provided support for residential internet issues related to browser, e-mail, and general operating system functionality.

Personal Projects

2D Platformer – C# / XNA

  • Object oriented design
  • 2D Game divided into separate classes containing engine and gameplay systems
  • Integrated with 3rd party physics library called Farseer Physics

2D World Builder / Rendering Engine – C# / XNA

  • Object oriented design
  • Data driven using XML to define maps and entities
  • Custom plugin architecture
  • 2D deferred lighting system using custom HLSL shaders

OGRE 3D A* Implementation – C++ / OGRE 3D SDK

  • Object-oriented implementation of A* algorithm written by Justin Heyes-Jones
  • Pathfinding class creates a solution set of waypoints if A* algorithm succeeds