Paul Renton - Experienced Software Engineer


Skills

Languages:        C++ (10 years), Java (9 years), Objective-C, C#, C, GLSL, HLSL   

Scripting:           Python (6 years), JavaScript (8 years), TypeScript, PHP, VBA, SQL, UnrealScript

API's:                  RESTful API’s, OpenGL, WebGL, Win32, Winsock2, 3DS Max SDK, Django Web, ImGui, Node.js

Tools:                 Git, Perforce, Visual Studio, Visual Studio Extensions, Visual Studio Code, Sublime Text, Adobe Photoshop, Eclipse, Xcode, Microsoft Office,

Agile Development, Docker, TeamCity, Jenkins, CI Toolchains

Architecture: Data Driven Design, Data Oriented Design, Entity Component Systems, Object Oriented Programming, Microservice Architecture, Design Patterns

Engines:              Unreal Engine 4, idTech, Unreal Development Kit (Unreal Engine 3), Cocos2d-x, Cocos2d, and various proprietary engines

Math:                   Linear Algebra, Physics, Calculus, Trigonometry, Applied Finance, Financial Modeling

Mobile:                Android and iOS


Education

The Guildhall at Southern Methodist University - Plano, Texas

Master of Interactive Technology, Software Development Specialization

  • Won Best Dissertation Award - Software Engineers

Graduated May 2015 with my Thesis selected as a showcase at the graduation ceremony - Cumulative GPA: 3.86 

Southern Methodist University - Dallas, Texas

Bachelor of Business Administration, Finance, Economics Minor

Graduated May 2010 with cumulative GPA 3.83

Work Experience

Firaxis Games - Plano, Texas, Current Position as of Feb 2022

JPMorgan Chase (JPMC) and BonusXP - Between Stray Kite Studios and Firaxis

Stray Kite Studios - Richardson, Texas, May 2020 - Mar 2020

Senior Software Engineer - C++, C#

  • Developing Core Engineering Systems for an unannounced Console Title (Under NDA)

id Software - Richardson, Texas, May 2018 - May 2020

Software Engineer and Generalist Game and Networking Programmer - C++, C, HLSL

  • Shipped game of the year nominee “Doom Eternal” with an estimated 3 million digital copies sold worldwide in the first month of release (March 2020)  

  • Created cross-platform features for Doom Eternal, which shipped on Windows, XBox One, and PS4Refactored internal network systems with a scalable custom UDP protocol for interactive media; Developed Automap mini-map Shaders and supporting C++ which supported 3D fog of war and custom lighting; Implemented the Cheat Codes Gameplay System 

  • Used industry standard tools to develop and provide software optimizations backed by data-driven analysis  

  • Created several custom networking debugging tools to monitor effectiveness of out-going traffic, compression algorithms, and break down packet memory costs 

Robot Entertainment - Plano, Texas, June 2015 - April 2018

Generalist Software Engineer - C++, Various Scripting Languages

  • Shipped video game “Orcs Must Die Unchained” for PC and PS4; Worked on an unannounced project pitched to multiple publishers; Engineered the AI components of the game using Hierarchical FSM’s, Behavior Trees, and Fuzzy Logic techniques 

  • Developed Networking Systems to support extrapolation and interpolation of complex movement via Mobility Skills system; Worked on middleware for Dedicated Server support, and disconnect/reconnect support for multiplayer games 

  • Collaborated closely with Artists and Designers to bring game ideas to life, such as Hero Development systems and Combat Integration for new OMDU heroes 

Armeta Analytics - Dallas, Texas - May 2013 to September 2013

Software Engineer Intern - Python, JavaScript, SQL

  • Managed and expanded Python middleware API which wrapped around Django Web Framework and handled interactions with a RESTful API and back-end API managing SQL queries 

  • Developed Front-end Web Applications using JavaScript, HTML5, CSS (LESS)  

  • Presented custom software solutions to clients 

 

Seven Leaf LLC - Dallas, Texas - Feb 2012 - May 2013 

Co-Founder, Software Engineer, Mobile Application Programmer - Java, Objective-C, C++, C 

  • Co-founded the mobile app development and consulting company; Lead, managed, and mentored employee mobile app developers   

  • Created numerous mobile applications on the Apple and Google Play app stores, generating over $0.5 Million in revenue 

  • Responsible for all tiers of the technical stack, from front end to back-end work 

  • Provided consulting services to tech companies for mobile application development 

Raytheon - Dallas, Texas - May 2010 - February 2012

Financial Analyst in Leadership Development Program - SQL, VBA

  • Rotated through four core business units, Business Acquisitions and Optimization, Space and Airborne Systems, Cyber Security, and Contracts, undertaking a multitude of various finance and programming roles 

  • Managed a $160 million defense contract project as the financial controller and material forecaster 

  • Directly reported to two CFOs, providing financial analysis and presentations 

  • Developed financial models and business strategies to mitigate adverse working capital effects due to changing government regulations 

  • Scripted in VBA and SQL to automate weekly financial reports; Awarded $10,000 in aggregate bonuses, for reducing the report generating time from a week to an hour  

Summer Finance internships at Lincoln Financial, Wachovia, and Wells Fargo

Shipped Games

Doom Eternal - idTech - Systems Programmer - 200 Developers - 2 Years Development Time

  • Networking Systems

  • Automap mini-map

  • Cheat Codes System

  • Debugging Tools

Orcs Must Die Unchained - UDK (Unreal Engine 3) - Gameplay Programmer - Team of 80 Developers - 2.5 Years Development Time

  • Built and maintained AI Systems for Player Bots, Mercenaries (Sub-Bosses), Bosses, and minions

  • Created Mobility Skill System to support fast, non-traditional movement abilities for heroes

  • Assisted with the development of game systems for OMDU hero development

  • Custom spawning system for intelligent actor placement with preview mesh support

Team Game Experience

Reign of Blades - UDK (Unreal Engine 3) - Team of 14 Developers - 6 Months Development Time

Lead Programmer - Two Programmers

  • Utilized data driven, archetype approach to UDK Development

  • Implemented custom player controls and blink dodge mechanic

  • Scripted all game traps, enemies, and boss AI

  • Implemented helmet swap mechanic and pickup system

  • Developed localization pipeline and utility functions

  • Provided back-end support for HUD and Game Menus

  • Created combat encounter system for designer use

 

Bionic League Tournament - UDK (Unreal Engine 3) - Team of 7 Developers - 6

Individual Projects

Custom 3DS Max Model, Animation, and Skinning Exporter and Renderer

Custom C++ Engine - 12 Weeks Development Time

  • Developed 3DS Max dll plugin to export scenes to a custom binary file format

  • Exports materials with support for normal, specular, emissive, and diffuse maps

  • Exports traditional vertex and skeletal animation key-frame data

  • Supports exporting and rendering of skinned meshes and skeletal animation

  • Implemented scene graph structure with translation, rotation, and scaling

  • Support for two shadow map techniques - Adaptive Sampling and Variance Shadow Maps

  • Alleviated negative visual artifact with shadow map projective and perspective aliasing techniques

Data-Driven Roguelike

Custom C++ Engine - 12 Weeks Development Time

  • Creation of all game object entities through XML data utilizing the Flyweight design pattern

  • Implemented A-Star pathfinding, fog of war, line of sight visibility

  • Contains Finite State Machine AI, Goal Oriented Action Planning AI, and melee and ranged combat

  • Uses data driven inventory and equipment system

  • Integrates with Tiled Map Editor for rendering of 2D tile maps

  • Custom event and trigger system

 

Interactive Voxel Terrain

Custom C++ Engine - 12 Weeks Development Time

  • Procedural generation of voxel world leveraging 2D Perlin Noise

  • Support for endless world and save/restore with Run Length Encoding data compression

  • Dynamic lighting, which recalculates on terrain modification

  • Procedural generation of trees utilizing Bresenham's Circle and Line Algorithms

  • Camera view frustum culling of voxel chunks

  • Support for destruction and addition of voxel blocks

 

OpenGL Rendering Pipeline with Custom Vertex/Fragment Shader, Dynamic Lighting, and Framebuffer Effects

Custom C++ Engine - 12 Weeks Development Time

  • Supports normal, specular, emissive, and diffuse maps

  • Supports vertex and fragment shader effects

  • Dynamic lights: local/global spotlight, point light, ambient light, and directional light

  • Framebuffer pipeline and effects with multiple render passes

Months Development Time - 12 weeks

Sole Programmer - C++, Unrealscript

  • Developed core jetpack mechanic and implemented three custom weapons

  • Scripted custom capture the flag game mode

  • Responsible for networking and replication of game features

  • Collaborated with designers to develop a robust HUD and Game Menus

 

Folded - Custom In-house Engine - Team of 6 Developers - 12 Weeks Development Time

Team Lead and Lead Programmer - Two Programmers - Lua

  • Developed core game mechanics; paper glider, paper roll, jumping, fans

  • Collaborated with designers to create a dynamic love letter whose contents change as the player progresses

  • Implemented all enemy AI, traps, and hazards

  • Made custom adjustments to In-house engine to support game mechanics