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