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Marek Vojtko, MSc

6201 Windhaven Parkway, Apartment 2523

(+1) 508 215 6426

Plano, TX 75093, USA

marek@vojtko.com

  

Work Experience

Programming Internship

Tools and Development Pipeline

August–October 2005

 

Sproing Interactive Vienna, Austria

 

 

 ·         Designed and implemented a shader connection and combination tool for cross-platform development.

·          Later became the Modular Arbitrary Shader System, the topic and project of my first diploma thesis.

 

Game Experience

Lead Engineer

Nightmare

August–December 2008

 

The Guildhall at SMU

 

 

·         Modification of the Source engine, 15-person team (4 programmers).

·         Created several tools to facilitate the artists’ use of the pipeline.

·         Implemented particle effect systems and menu interfaces.

·         Selected by faculty as lead engineer

·         Scheduled tasks for team members, wrote documentation.

·         Worked with game designer to define the implementation of all gameplay systems.

 

Engineer

Extinction

January–April 2008

 

The Guildhall at SMU

 

 

·         Modification of the Unreal Tournament 2004 engine, 17-person team (4 programmers).

·         Created a 3rd person camera.

·         Implemented the dinosaur functionality, including special attacks and effects.

·         Changed several default Unreal behaviors that conflicted with the gameplay.

·         Was part of a two-member team implementing the animation system.

 

Sole Developer

Water3

July–September 2007

 

The Guildhall at SMU

 

 

·         Implemented a complete 2D rendering engine using Win32 and GDI+ APIs.

·         Features included alpha blending, parallax scrolling, sprite-sprite, and sprite-tile collisions.

·         Used XML for level descriptions and tile-placement.

·         Produced all art assets (except main character).

 

Technology Experience

Master Thesis

Procedural Forest Generation

August–December 2008

 

The Guildhall at SMU

 

 

·         Created a graphical tool for procedural creation of forests.

·         Creation is based on multiple organic, randomly generated noise textures.

·         Implemented a variety of algorithms for information extraction from textures and compared results.

·         Improved the GUI based on user feedback to surpass interfaces of typical level generation tools.

·         Results are exportable in a variety of formats are directly usable in game engines.

 

Master Thesis

Modular Arbitrary Shader System

February–June 2006

 

Upper Austria University of Applied Sciences

 

 

·         Implemented a shader connection and combination tool.

·         Included XML-based directed acyclic graph logic.

·         Relied on Cg's shader interfaces and unsized array features.

·         Developed several example shaders including Phong lighting model, bump mapping, and dispersion (refraction + reflection) effect.

  

Directed Focus Study

Variance Shadow Mapping

March–May 2008

 

The Guildhall at SMU

 

 

·         Implemented and compared several shadow mapping techniques, including basic shadow maps for spotlights and percentage closer-filtered (PCF) soft shadow maps.

·         Developed variance shadow mapping to improve the softening of edges.

·         Created a demo to showcase and compare the different techniques.

 

Sole Developer

3D Rendering Engine

September 2007–June 2008

 

The Guildhall at SMU

 

 

·         Created an abstract interface for Direct3D and OpenGL APIs.

·         Implemented synonymous HLSL and GL assembly shaders for per-pixel lighting, DOT3 bump mapping, parallax mapping, and character animation.

·         Developed a custom math library (2D and 3D vectors, matrices, quaternions, intersection tests) as well as view-frustum culling capabilities.

·         Programmed a file loader for BSP levels (textures, lightmaps, PVS culling), .3ds model files, and a 3D Studio Max exporter incl. a custom, chunk-based file format.

·         Wrote a patch-based levels-of-detail terrain system.

 

Sole Developer

Interpreted Scripting Language

March–May 2008

 

The Guildhall at SMU

 

 

·         Wrote a grammar for a C-like, weak-typed language.

·         Implemented a lexical analyzer, tokenizer, and parser creating an abstract syntax tree.

·         Built a compiler for generating custom byte-code and a stack-based virtual machine for interpreting it.

·         Features included built-in vectors, arrays, and recursive function calls.

 

Programming Skills

Languages

C/C++, C#, Java, UnrealScript, Cg, HLSL, Ruby, HTML, PHP, JSP, and LaTeX.

APIs

Direct3D, OpenGL, FMOD, 3ds Max SDK, Win32, GDI/GDI+, OGRE, and ODE.

Graphics

BSP, animation, lighting, shaders, and scene graphs.

Physics

Newtonian dynamics, collision detection and response, numerical integration (Forward / Backward Euler, Velocity Verlet, Runge-Kutta), spring-mass systems, rigid body dynamics.

Software Engineering

Object-oriented and agile development, design patterns, debugging, and game development on embedded systems.

Applications

Microsoft Visual Studio 2003/2005, Adobe Photoshop and ImageReady, Autodesk 3D Studio Max and Maya, Subversion, Mercurial, and Microsoft Windows.

             

 

Language Skills

Mother tongue: Slovak. Perfect in English and German.

 

Education

The Guildhall at SMU

Dallas, TX, USA

Masters of Interactive Technology (GPA 3.96)

specialization in Software Development

 

December 2008

Upper Austria University of Applied Sciences

Hagenberg, Austria

Graduated with distinction from Digital Media (GPA 3.56)

(Master of Science in Engineering, specialization in Computer Games)

 

2004 - 2006

Upper Austria University of Applied Sciences

Hagenberg, Austria

Graduated with distinction from Media Technology and Design (GPA 3.38)

2001 - 2004

(Bachelor of Science in Engineering)