Sole Proprietor1997 - PRESENTUltimate Walrus
- Made dozens of solo and collaborative indie games, and published almost two dozen on my personal website http://ultimatewalrus.com .
- Created hundreds of game prototypes over the years.
- Built games that have been featured on Kotaku, Destructoid, Rock Paper Shotgun, PC Gamer, Indiegames.com, Indie Statik, and Warpdoor. (Please look at http://ultimatewalrus.com/press/#quotes for more info.).
- Developed 2 games that have made it through Steam Greenlight: Trike (a solo project), and Beat Bros (a collaboration with an artist).
- Created several iterations of my personal website. It is now an interactive Pixi.js and WebGL-driven experience, designed for desktop computers (though it works on mobile). I coded it solo, and it's one of the most easily accessible demonstrations of my abilities: http://ultimatewalrus.com.
- Developed many games during 48-hour game jams. Some were made in as little as 3 hours.
- Published a meticulous analysis of my own workflow, based on a time lapse over the course of a 48-hour solo game competition, Ludum Dare 29, in which I placed in the top 2%, 28th out of 1492 entries: http://ludumdare.com/compo/2014/05/14/vertico-postmortem/.
- Developed games and prototypes for PC, Gameboy Advance, iOS, Android, Xbox 360, and OUYA.
- Created my own artwork in Photoshop, and my own music in FL Studio. I have had formal music training and took sound synthesis classes during my time at USC. You can hear some of my music here: https://soundcloud.com/ultimatewalrus/sets/seb-janisz-music-demo.
Freelance Programmer2016 - 2016Snowman
Technologies: Unity3D, C#, Xcode, Objective-C
- Performed maintenance on the hit mobile game, Alto's Adventure.
- Added a screen-recording functionality and UI to the game.
- Tracked down crashes that were happening only on older devices, by debugging through Xcode.
- Performed exhaustive on-device optimization through use of Unity's profiler and other strategies.
- Helped with Apple TV compatibility.
- Implemented a Zen Mode game type.
Programmer2015 - 2016Disney Consumer Products
Technologies: Unity3D, Unity3D Native Plugin Interface, OpenGL ES, OpenCV, Vuforia, C#, C++, Java, Python, GLSL, ShaderLab, NGUI, Android Studio, AR, VR
- Single-handedly invented the code that made tracking in Star Wars Jedi Challenges AR possible (nobody else could figure it out, and other experts claimed it was impossible).
- Was trusted with high-priority R&D projects that nobody else could solve, most of which involved augmented reality.
- Created low-level Unity3D Android plugins to facilitate AR tech.
- Came up with 4-dimensional linear algebra equations and other math to facilitate AR-tracking and solve other problems.
- Wrote highly optimized C# code to extend OpenCV's capabilities.
- Wrote interactive AR demos in raw Java using OpenGL ES.
- Developed flashy demos (with liberal use of shaders and particle effects, and interactive characters) to be shown to Disney executives.
- Did mechanical engineering work creating simple working AR tech prototypes.
- Worked with mechanical engineers to ensure their prototypes met the technical requirements for the AR software to work.
- Helped with rapid prototyping of toys and games.
- Helped with maintenance of the Playmation mobile app.
Freelance Programer2013 - 2014Scott Partridge (Hobbyist)
Technologies: HLSL, C++, Clickteam Fusion
- Commissioned to help with hobbyist projects recreating old Sega Master System games.
- Invented a new variant of the Scale2X graphics upscaling algorithm, which uses one branch instead of eight for optimal shader execution. Wrote the shader in HLSL.
- Created an optimal pipeline for use of this shader in the Clickteam Fusion game engine.
- Wrote C++ extension code for the Clickteam Fusion game engine.
- Developed a Scale3X HLSL shader and a way to stack shaders to upscale graphics up to 12 times.
- Created and analyzed Sega Master System footage frame-by-frame and created fine-tuned HD movements that closely mimic that of the old game.
Lead Programmer2013 - 2014Vertalex
- Managed remotely a small team of programmers for a mobile Unity game. (NOTE: this game was never released, since the funding fell through.).
- Developed a custom collision detection system using quadtrees, which fit the game better than Unity's default collision detection.
- Wrote custom scripts for sprite rendering which, at the time, outperformed both TK2D and Unity's native sprite rendering.
- Created custom soft-body physics for the main character.
- Developed a random level generation system.
- Built various flashy visuals and particle effects.
Programmer | Designer2011 - 2012Disney Mobile
Technologies: C++, Photoshop, Proprietary Engine
- Worked as a designer and programmer on the high-profile iOS game, Where's My Water?.
- Handled and was in charge of implementing new mechanics, including y-switches, mud, and mystery ducks.
- Designed and implemented single-handedly the mud game mechanics.
- Participated in much of the game's design. Attended all game design meetings.
- Contributed to many levels to the game. I was eventually the preferred designer for harder levels involving more difficult puzzles (Gravity Dynamo was one such example).
- Designed and wrote the programming for the successful spin-off, Where's My Perry?, from conception to release.
- Did programming work that was primarily on a proprietary C++ based engine.
Freelance Programmer2009 - 2011Cul de Sac Studios and fnBrit
Technologies: PHP, MySQL, Facebook, FBML, FBJS
- Coded single-handedly the Facebook game, Burb Wars, for Cul de Sac Studios, according to their specifications.
- Consulted as the project lead on game design best practices.
- Created both the front-end Facebook interface (using FBML and FBJS) and back-end server (using PHP and MySQL).
- Gave advice to the artist on how to create assets that could be displayed on Facebook and would allow for simple customization.
- Maintained an already existing code base for a Fast and the Furious type of Facebook game (also did similar work for fnBrit).
Programmer2008 - 2008Heavy Iron Studios
Technologies: C#, Maya, Maya Embedded Language (MEL)
- Maintained and expanded C# scripts which did batch renderings of Maya scenes.
- Maintained and expanded the MEL code the facilitate batch-rendering on the Maya side.