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Marek Vojtko, MSc
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6201 Windhaven Parkway, Apartment 2523 |
(+1) 508 215 6426 |
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Plano, TX 75093, USA |
Work Experience
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Programming Internship |
Tools and Development Pipeline |
August–October 2005 |
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Sproing Interactive Vienna, Austria |
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· 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
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Lead Engineer |
Nightmare |
August–December 2008 |
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The Guildhall at SMU |
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· 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.
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Engineer |
Extinction |
January–April 2008 |
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The Guildhall at SMU |
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· 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.
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Sole Developer |
Water3 |
July–September 2007 |
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The Guildhall at SMU |
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· 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
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Master Thesis |
Procedural Forest Generation |
August–December 2008 |
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The Guildhall at SMU |
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· 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.
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Master Thesis |
Modular Arbitrary Shader System |
February–June 2006 |
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Upper Austria University of Applied Sciences |
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· 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.
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Directed Focus Study |
Variance Shadow Mapping |
March–May 2008 |
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The Guildhall at SMU |
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· 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.
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Sole Developer |
3D Rendering Engine |
September 2007–June 2008 |
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The Guildhall at SMU |
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· 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.
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Sole Developer |
Interpreted Scripting Language |
March–May 2008 |
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The Guildhall at SMU |
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· 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
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Languages |
C/C++, C#, Java, UnrealScript, Cg, HLSL, Ruby, HTML, PHP, JSP, and LaTeX. |
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APIs |
Direct3D, OpenGL, FMOD, 3ds Max SDK, Win32, GDI/GDI+, OGRE, and ODE. |
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Graphics |
BSP, animation, lighting, shaders, and scene graphs. |
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Physics |
Newtonian dynamics, collision detection and response, numerical integration (Forward / Backward Euler, Velocity Verlet, Runge-Kutta), spring-mass systems, rigid body dynamics. |
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Software Engineering |
Object-oriented and agile development, design patterns, debugging, and game development on embedded systems. |
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Applications |
Microsoft Visual Studio 2003/2005, Adobe Photoshop and ImageReady, Autodesk 3D Studio Max and Maya, Subversion, Mercurial, and Microsoft Windows. |
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Language Skills
Mother tongue: Slovak. Perfect in English and German.
Education
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The Guildhall at SMU |
Dallas, TX, USA |
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Masters of Interactive Technology (GPA 3.96) specialization in Software Development
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December 2008 |
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Upper Austria University of Applied Sciences |
Hagenberg, Austria |
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Graduated with distinction from Digital Media (GPA 3.56) (Master of Science in Engineering, specialization in Computer Games)
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2004 - 2006 |
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Upper Austria University of Applied Sciences |
Hagenberg, Austria |
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Graduated with distinction from Media Technology and Design (GPA 3.38) |
2001 - 2004 |
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(Bachelor of Science in Engineering)
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