Sebastian Janisz

Sebastian Janisz

Los Angeles, CA, United States
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Sebastian Janisz

Sebastian Janisz

Los Angeles, CA, United States
Member since January 22, 2016
Sebastian is a rockstar programmer with two decades of programming experience in games and tech, including many solo indie games. He has worked with Disney multiple times, for whom he was tasked with their highest priority R&D projects (including the tracking for Jedi Challenges AR, which other experts claimed was impossible). He is best suited for short-term problems that are too difficult, tedious, or time-sensitive for other programmers.
Sebastian is now available for hire
Portfolio
  • Ultimate Walrus
    Unity3D, C#, Visual Studio, Clickteam Fusion, C++, HLSL, JavaScript, HTML5...
  • Snowman
    Unity3D, C#, Xcode, Objective-C
  • Disney Consumer Products
    Unity3D, Unity3D Native Plugin Interface, OpenGL ES, OpenCV, Vuforia, C#, C++...
Experience
  • C++, 14 years
  • JavaScript, 13 years
  • C#, 10 years
  • Maya, 9 years
  • ShaderLab, 7 years
  • Unity3D, 7 years
  • Cg, 7 years
  • HTML5, 2 years
Los Angeles, CA, United States
Availability
Part-time
Preferred Environment
Unity3D, Visual Studio, Maya, SourceTree
The most amazing...
...thing I've built is my website and the games on it (note: site works on mobile, but is designed for desktop). The tracking algorithm for Disney was also cool.
Employment
  • Sole Proprietor
    Ultimate Walrus
    1997 - PRESENT
    • 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.
    Technologies: Unity3D, C#, Visual Studio, Clickteam Fusion, C++, HLSL, JavaScript, HTML5, Pixi.js, PHP, Allegro, DirectX, FL Studio
  • Freelance Programmer
    Snowman
    2016 - 2016
    • 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.
    Technologies: Unity3D, C#, Xcode, Objective-C
  • Programmer
    Disney Consumer Products
    2015 - 2016
    • 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.
    Technologies: Unity3D, Unity3D Native Plugin Interface, OpenGL ES, OpenCV, Vuforia, C#, C++, Java, Python, GLSL, ShaderLab, NGUI, Android Studio, AR, VR
  • Freelance Programer
    Scott Partridge (Hobbyist)
    2013 - 2014
    • 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.
    Technologies: HLSL, C++, Clickteam Fusion
  • Lead Programmer
    Vertalex
    2013 - 2014
    • 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.
    Technologies: Unity3D
  • Programmer | Designer
    Disney Mobile
    2011 - 2012
    • 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.
    Technologies: C++, Photoshop, Proprietary Engine
  • Freelance Programmer
    Cul de Sac Studios and fnBrit
    2009 - 2011
    • 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).
    Technologies: PHP, MySQL, Facebook, FBML, FBJS
  • Programmer
    Heavy Iron Studios
    2008 - 2008
    • 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.
    Technologies: C#, Maya, Maya Embedded Language (MEL)
Experience
  • Tomopteris Screensaver (Unity3D) (Development)
    http://ultimatewalrus.com/tomopteris_toptal

    This is a solo project that doesn't use outside code so any source files that you see were written by me. You can't run the sample as intended without a Windows computer.

    Tomopteris is a Unity project that acts as a screensaver. It also includes a small C++ WINAPI program that wraps the Unity app, allowing it to function as a screensaver. It's intended to look like a real-life marine animal called Tomopteris. It demonstrates, among other things, my high level of comfort with graphics and 3D math.

    Please check the file "Toptal Readme.rtf" for more information.

  • Scale2X Shader (HLSL) (Development)
    http://ultimatewalrus.com/scale2x_toptal

    This is a solo project that doesn't use outside code so any source files that you see were written by me. You can't run the sample as intended without a Windows computer.

    Scale2X Shader is a shader effect that I wrote on commission for the Clickteam Fusion game engine, using HLSL. It shows my ability to invent new solutions to problems, in this case for optimization purposes, and my deep understanding of how GPUs function on a low level. I have included an implementation of the Scale2X algorithm which uses 8 branches, and my new algorithm variant which uses only one branch.

    Please look at "Toptal Readme.rtf" for more information.

Skills
  • Languages
    XML, PHP, HTML5, C, Python, C++, JavaScript, Cg, ShaderLab, HLSL, C#, GLSL, Game Maker Language, Visual Basic, ActionScript, Lua, Java, Objective-C
  • Frameworks
    Unity, Unity3D, Django REST Framework, Django
  • Libraries/APIs
    Pixi.js, OpenGL, OpenGL ES, DirectX, jQuery, OpenCV, REST API, Marmalade, Facebook API, XNA
  • Tools
    MonoDevelop, Xcode, Android Studio, Adobe Photoshop, Visual Studio, Flash, Maya, FL Studio
  • Paradigms
    Object-oriented Programming (OOP), Agile
  • Platforms
    Mobile, Vuforia, Android, iOS
  • Storage
    JSON, MySQL
  • Misc
    Programming, Unity3D Native Plugin Interface, Augmented Reality (AR), Web Development, Level Design, Game Design, Computer Vision, Virtual Reality (VR), Unity Shaders, Visual Effects (VFX), Shaders, 3D Graphics Engines, Sound Design, Music Production, 3D Animation, 3D Modeling
Education
  • Bachelor of Science in Computer Science (Games)
    University of Southern California - Los Angeles, CA, USA
    2007 - 2011
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