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
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