William Vennes
William Vennes
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  • Individual Projects
    • Beat Detection
    • Tile-based Level Editor
    • Viola
  • Team Projects
    • Scrapped
    • Robbin' Robin
  • Resume
  • About
  • Home
  • Individual Projects
    • Beat Detection
    • Tile-based Level Editor
    • Viola
  • Team Projects
    • Scrapped
    • Robbin' Robin
  • Resume
  • About

RESUME DOWNLOAD

Resume
File Size: 150 kb
File Type: pdf
Download File


PROFESSIONAL EXPERIENCE

Rooster Teeth Games
Game Engineer

June 2016 - Present
Austin, TX

Vicious Circle - Unreal Engine 4 - Asymmetrical Multiplayer First Person Shooter
November 2016 – Present 
  • Implemented and sustained gameplay systems, including numerous character abilities, weapons, gadgets, game modes, level features, and stat tracking hooks for metagame and achievements.
  • Ensured all gameplay features were functional and “felt good” in a networked multiplayer environment.
  • Collaborated with two other engineers on best practices, style, and providing code reviews for every changelist submitted during the project’s lifespan.
  • Exposed game functionality to Blueprints for quick designer-friendly prototyping and general FX hookup.
  • Interfaced closely with design on new features, overall game design decisions, and general gameplay feel, from the beginnings of the project all the way through to release.
  • Created HUD and frontend UI elements using UMG widgets under the model-view-controller design pattern.
  • Worked with animators to support first and third person locomotion and character ability animations.

RWBY: Grimm Eclipse - Unity - Cooperative Multiplayer Third Person Action Game
June 2016 - November 2016
  • Onboarded onto a small, fast paced team to help bring the project out of Steam early access into full release.
  • Created a new post launch game mode in an existing code base, including new enemy wave spawning, a currency system, and new in game HUD elements.
  • Implemented character costume skins to use in-game, with additional frontend UI to purchase and equip.
  • Created hooks for triggering Steam achievements and in-game challenges, and added corresponding data to Steam’s web interface.
  • Participated in frequent team playtests to provide game feedback and seek out major bugs.

EDUCATION

SMU Guildhall
Master of Interactive Technology, Digital Game Development, Specialization in Software Development     

Southern Methodist University
Bachelor of Science in Computer Science with Honors in Liberal Arts
August 2014 - May 2016
Plano, TX

August 2009 - May 2013
Dallas, TX

CORE SKILLS

  • Gameplay Programming
  • Game Design
  • Software Engineering
  • Object Oriented Programming
  • Agile/Scrum Development
  • Procedural Content Generation

LANGUAGES

  • C/C++
  • C#
  • JavaScript
  • OpenGL/GLSL
  • XML
  • Java
  • HTML5

SOFTWARE

  • Visual Studio
  • Unreal Engine 4
  • Unity
  • Perforce/Git
  • FMOD
  • NodeJS
  • WebRTC

STUDENT TEAM PROJECTS

Scrapped - 3D Platformer
Project Length: 24 Weeks
Team Size: 14
Engine Used: Unreal Engine 4
Team Role: Lead Programmer​
  • Implemented key game features such as camera movement, cannons, and menu navigation
  • Created automatic testing tools with UE4 and C++
  • Administered automated daily builds
  • Managed technical documentation
Luft - Networked Multiplayer Capture-the-flag First Person Shooter
Project Length: 16 Weeks
Team Size: 8
Engine Used: Unreal Engine 4
Team Role: Lead Programmer​
  • Integrated and linked animations into engine
  • Ensured gameplay networking replication
  • Created capture-the-flag game mode functionality
  • Developed in-game menus and UI functionality
  • Implemented scoreboard system
Robbin' Robin - 2D Stealth Puzzle Game
Project Length: 10 Weeks
Team Size: 6
Engine Used: Unity 4
Team Role: Programmer and Game Designer
  • ​Implemented movement, collectible system, enemy AI, saving/loading, and other features
  • Developed the core game design with the team
  • Administered Perforce source control
  • Participated in daily Scrum meetings
​Cause & Effect - Android Task Scheduling Application
Project Length: 28 Weeks
Team Size: 4

Technology Used: Eclipse IDE and Android SDK
Team Role: 
Programmer
  • Applied task evaluation and storage
  • Implemented near-field-communication (NFC) sharing of tasks between enabled devices
  • Created extensive design documentation
  • Utilized Agile/Scrum development practices

INDIVIDUAL PROGRAMMING PROJECTS

Real-time Beat Detection (C++)
Project Length: 12 Weeks
  • Created real-time beat detection and beats-per-minute (BPM) estimation using custom engine
  • Developed game application utilizing this system
  • Visualized audio and beat detection data while running in real time
Viola (C++)
Project Length: 12 Weeks
  • Implemented a roguelike RPG with procedural content generation and data-driven asset creation
  • Integrated asset generator registration system utilizing XML data and self-registering C++ classes
  • Implemented A* pathing behavior for NPC classes
​SimpleMiner (C++)
Project Length: 12 Weeks
  • Constructed a simple Minecraft clone in C++
  • Utilized Perlin noise to create endless terrain environments, tree placement, and caves
  • Managed block chunks with save/load feature
WebRTC-Based Online Radio (JavaScript)
Project Length: 12 Weeks
  • Used JavaScript, WebRTC, and Socket.IO to create a scalable, P2P, web-based online radio application
  • Supports forwarding an existing audio stream to a new room for application scalability

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Last Updated - 9/24/2019