mike gonzales

mike gonzales

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Audio, Game and Engine Programmer
Seattle, Washington, United States

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Jobs verified_user 0% verified
  • Double Fine Productions
    Senior Systems Programmer
    Double Fine Productions
    Apr 2024 - Current (2 years 7 months)
    Helping make some cool stuff.
  • Q
    Senior Staff Engineer
    Qualcomm Snapdragon Game Studios
    Apr 2021 - Oct 2023 (2 years 7 months)
    Zinger Automotive Demo (2023)
    --------------------------------------------------------------------
    When the Air Derby demo got offshored to our office in Hyderabad for cost-cutting reasons (foreshadowing …), I then joined a team of engineers of diverse specialties to implement a EV automotive literal dashboard display in Unreal 4.25 (Android, on top of QNX) and then in Unreal 5.3 (pure Android). Handled UI widget implementation and backseat display functionality, until I was caught up in a massive layoff (again) that stripped our department bare (again).

    Air Derby Battle League Demo (2021-2023)
    --------------------------------------------------------------------
    After that, started with a small dedicated tea
  • M
    Contracting Developer
    Muteki Game Collective
    Sep 2020 - Apr 2021 (8 months)
    Helped a loose confederation of game developers in their contract to port Rune Factory 4 from Nintendo Switch to Windows, Xbox and PS5. Reimplemented audio layer to remove dependencies on Nintendo API, replaced Nintendo specific data formats and assisted in upgrading implementation of project's legacy engine from 32bit to 64bit.
  • Big Fish Games
    Publisher Support Engineer
    Big Fish Games
    Apr 2019 - Sep 2020 (1 year 6 months)
    Publisher Mobile Support Engineer (2019 - 2020)
    ---------------------------------------------------------------------
    Prototypes were canceled and I was relocated to the publishing arm of Big Fish Games to provide engineering support for externally developed free-to-play mobile games written C# using Unity or Xamarin as their development platform. I assisted the publishing staff with technical duties related to live ops support, translating technical situations and communications it terms that production and marketing could understand, revived and maintained customer support tools that had fallen by the wayside, and was point person for updating the implementation of the publisher provided SDK in these games until the parent comp
  • ArenaNet LLC
    Programmer at Large (Senior Software Engineer)
    ArenaNet LLC
    Aug 2016 - Feb 2019 (2 years 7 months)
    Ik, Animation & Locomotion Programmer
    ------------------------------------------------
    Adapted and implemented from scratch a cutting edge IK solver based on the FABRIK algorithm that supported both isolated limb and simultaneous full-body solves, with orientation or position isolated or combined, with or without joint limiting. I then integrated it with the animation system at large and used that integration to prototype locomotion gameplay.

    Following that, as part of a team, worked on a system to harmonize how networking, gameplay and AI could share a common locomotion system that tied into physics and animation.
  • C
    Gameplay & Audio Programmer
    Choice Provisions previously Gaijin Games
    Sep 2011 - Mar 2016 (4 years 7 months)
    Gameplay & Tools Programmer (Choice Provisions)
    -----------------------------------------------------------
    Did an assortment of gameplay features, asset pipeline maintenance and development (After Effects, PhotoShop), social media integration (Facebook, Twitter), plus build and content delivery pipeline (Steam, Installers) to help bring a comic book to life in Unity3D.

    Unity3D C#, Steam, After Effects, OAuth

    Gameplay Programmer for Tharsis (Choice Provisions)
    -----------------------------------------------------------
    General audio and feature implementation, plus bugfixing, to help get our new mission to Mars survival digital boardgame ready for ship.

    Unity3D C#

    Audio Program
  • Bigpoint Inc
    Audio Programmer
    Bigpoint Inc
    Jan 2011 - Sep 2011 (9 months)
    Designing audio workflow and building on top of Unity3D's basic audio engine to handle the bells and whistles required to make kickass audio to blow the competition away.

    Also, picked up Build machine / CIS / deployment server tasks as they came up, and used Jenkins to deploy Windows builds across the world to Linux servers commanded from a Mac OS X terminal

    Unity3D C#, Unity3D Web Player, Jenkins
  • P
    Programmer
    Planet Moon Studios
    Nov 2010 - Dec 2010 (2 months)
    Worked with adapting the OpenCollada Maya exporter to the need of our art pipeline, and set up continuous build server for both data and code using hudson, ant and python. Studio shut down one month from hire date, and we were all acqui-hired by BigPoint, Inc., San Francisco.

    Jenkins
  • Crystal Dynamics
    Engine, Gameplay and Tools Programmer
    Crystal Dynamics
    Nov 2004 - Oct 2010 (6 years)
    Camera Programmer (2009 - 2010)
    --------
    Implemented a Camera System that empowers the designers and artists to experiment and play with how they can highlight the experiences they want to showcase.

    C++
    XBox360

    History/Mythology Researcher (2006 - 2010)
    --------
    Did deep history and mythology research to provide art & design with the information they need to make a resonating story experience with layers. Presented design with the tradition and implications of the Himiko myth and researched the history and mythology traditions of cultures adjacent to what became our story area of the Dragon's Triangle.

    Audio Programmer (2007 - 2009)
    --------
    One of two Audio Programm
  • Digipen Institute of Technology
    Tutor/TA
    Digipen Institute of Technology
    Sep 2001 - Apr 2004 (2 years 8 months)
    Tutored, assisted & graded for a wide variety of CS classes, including
    ● CS110: Operating Systems Concepts
    ● CS180: 2D Game Implementation
    ● CS300: Graphics II (Hidden Surface Removal)
    ● CS350: Graphics III (ZBuffer, Lighting & Shading Engine)
    ● CS281(?): Audio Programming

    Contributed demos and source code to:
    "Audio Anecdotes: Volume II," ed. by Ken Greenebaum & Ronen Barzel. A.K. Peters Press, 2004.
  • P
    Private Tutor
    Mar 2001 - Oct 2004 (3 years 8 months)
    Responsible for teaching math, geometry, computer science and computer hardware skills to a teenager on a weekly basis, starting at age 11 through until he started high school. Also covered basic computer simulation and physics.
  • P
    Private Tutor
    Mar 2001 - Oct 2004 (3 years 8 months)
    Responsible for teaching math, geometry, computer science and computer hardware skills to a teenager on a weekly basis, starting at age 11 through until he started high school. Also covered basic computer simulation and physics.
Education verified_user 0% verified
  • Digipen Institute of Technology
    B.Sci. Real Time Interactive Simulation / Computer Science, Simulation, Artificial Intelligence, Mathematics
    Digipen Institute of Technology
    Jan 2000 - Dec 2004 (5 years)
    Graduated with honors in Real Time Interactive Simulation / Computer Science, with a minors in Mathematics. Completed projects relating to game development, physics, spline mathematics, AI, graphics and audio.
  • Digipen Institute of Technology
    BSc. RTIS, Game Programming, Math Minor
    Digipen Institute of Technology
    Jan 2000 - Dec 2004 (5 years)
    Graduated with Honors
Projects (professional or personal) verified_user 0% verified
  • T
    The Mummy Online
    Jan 2011 - Feb 2012 (1 year 2 months)
    Browser based F2P action RPG using the Unity3D Technology.
Awards verified_user 0% verified
  • G
    Highest Critically Rated Game for WiiU Console
    Guinness World Records Edition
    Sep 2013
    Our team received a record for being the highest critically rated game on the nascent WiiU console by the time of publication for the 2014 Edition for Bit.Trip Presents ... Runner 2: Future Legend of Rhythm Alien
Publications verified_user 0% verified
  • A
    Audio Anecdotes II (Contributer)
    AK Peters
    Jan 2004
This is a community-created genome.