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Peter Respondek

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0% found this document useful (0 votes)
23 views3 pages

Peter Respondek

Uploaded by

moreanil28
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Peter Respondek ADDRESS

29 Chasely St, Auchenflower,


iOS/Android Developer - Level Designer Brisbane, Q 4066

PROFILE PHONE

I am a Programmer/Level Designer with 15+ years in the software +61 04 7558 0553
development industry. I have strong experience in writing cross-platform
apps for iOS and Android using C++, Objective C and Java or entire native
apps using Swift and Kotlin. I have produced 3 cross-platform apps (6 EMAIL
apps total) published on the app store. I have integrated and written
binding for commercial API such as BaaS providers(Parse), social [email protected]
media(Facebook), analytics(Flurry) and crash reporting(Crashlytics). I
am experienced with all parts of SDLC.
LINKEDIN
I have worked in the United States for industry leaders in game
development such as id Software (Doom, Quake) and Epic Games(Unreal https://www.linkedin.com/in/re
Tournament, Gears of War). As a level designer I have shipped 6 different
spondek/
titles on a multitude of platforms from PC to XBox. I have proven
teamwork skills working with large teams of over 100+ or managing and
delivering commercial products completely unassisted. I have worked in
Agile environments and can deliver quality work under tight deadlines. GITHUB

It is my goal is to continue applying my programming experience and https://github.com/prespondek


deliver high quality commercial apps in the mobile development space. I
am currently looking for work in Australia and wish to remain here
WEBSITE
permanently. Willing to relocate as needed.
http://prespondek.com
DEVELOPMENT EXPERIENCE
TECHNICAL SKILLS
Lanyard Software, A
​ gnes Water, Q, Australia — i​ OS/Android
Developer - Founder IDE:​ XCode, Android Studio,
SEPTEMBER 2013 - PRESENT Eclipse, Visual Studio
Mobile developer for IOS and Android platforms. Three products
published to Apple and Android App Store. Wrote all app specific code and Languages:​ C++, Swift,
art from stem to stern. Two apps written in C++ with platform specific Kotlin, Java, Objective C,
wrappers in Java and Objective-C. One app written in Swift. One with Python, HTML, CSS, SQL,
Kotlin. Art and design tools written in Python. Art made in Modo and
Photoshop. GLSL

● Offline storage with SQLite, Android Room, Parse. Concepts: J​ NI, OOP, GUI
● One app has a REST backend utilising Parse API. (MongoDB) Design, UX Design
● Familiar with MVC and MVVM architecture.
● Experience with CD/CI (Travis CI) Platforms:​ iOS, Android
● Git, Github, Perforce source control.
● Code written in Xcode, Android Studio and Eclipse. 3rd Party API​: Facebook,
● Experience with Apple Instruments to profile and optimise
memory and CPU usage. Parse, Fabric/Crashlytics,
● Two apps utilise Cocos2DX. (C++ OpenGL Engine) Chartboost, Vungle, SQLite
● Built and debugged Android apps written in native code using the
NDK. Compilers/Debuggers​: lldb,
● One app utilising Xcode Interface Builder, UIKit, Swift gdb, clang, llvm, gcc
● One app supports multiple GUI layouts using device autorotate
feature. Build Tools:​ ndk, gradle,
● Integrated platform specific API written in Java and Objective C.
proguard, apache ant, cmake
Interfaced with C++ code using JNI and Objective C++.
● Integrated first and third party API, Parse, Facebook, Flurry,
Firebase, Chartboost, TapforTap, Vungle, App Store, AdMob
● Wrote GLSL shaders using OpenGL ES.
● One app has internationalisation in 6 different languages. Wrote EDUCATION
cross platform localisation system.
Central Queensland
● Wrote custom FBX Export script for Modo in Python using
Autodesk FBX SDK. University, Rockhampton, Q
● Wrote promo website foodgodsgame.com using HTML, CSS and
Dreamweaver. h ​ ttp://foodgodsgame.prespondek.com Bachelor of Information
● Art created with Modo and Photoshop. Samples available here: Technology
http://prespondek.com/portfolio
2000 - 2002
● Experience with using an assortment of algorithms and data
structures such as merge sort, quick sort, binary trees, adjacency Gladstone State High School,
matrices, tree traversals, dijkstra’s algorithm, heaps, binary
Gladstone, Q
search, hash tables.
High School Diploma
1995 - 1999
Projects:
DESIGN - ART EXPERIENCE
Food of the Gods: ​iOS/Android
JANUARY 2019 Tools:​ Unreal Engine 3, id
iOS: http://itunes.apple.com/app/id988622073 Tech 5, Evolution Engine,
Android: https://play.google.com/store/apps/details?id=com.Lanyard.Elixir Adobe Photoshop, Modo

Github https://github.com/prespondek/Elixir

Clear for Action Lite: ​iOS/Github SHIPPED SOFTWARE


MARCH 2019
Rage (​ XBOX 360, PS3, PC)
iOS: https://itunes.apple.com/app/id1458303339

https://play.google.com/store/apps/details?id=com.lanyard.pirateerlite
Tron: Evolution (​ XBOX 360,
Android:
PS3)
Github: https://github.com/prespondek/PirateerLiteIOS

https://github.com/prespondek/PirateerLiteAndroid Dark Sector (​ XBOX 360, PS3)

Clear for Action: i​ OS/Android Warpath (​ XBOX, PC)


DECEMBER 2016
Pariah ​(XBOX, PC)
iOS: https://itunes.apple.com/app/id904489987
Unreal Tournament 2004
Android: https://play.google.com/store/apps/details?id=com.Lanyard.Pirateer
(PC)

DESIGN EXPERIENCE REFERENCES

id Software, ​Richardson, TX, USA — D


​ esigner Rich Eastwood, id Software
MARCH 2010 - MAY 2013
Dorian Gorski, Amazon Game
Level Design at id software was split into two disciplines: visual designer
and gameplay designer. Visual Designer would handle modelling the Studios
layout and lead the visual direction of the level. Gameplayer designer
would do everything else including: scripting level events with Doom Jean Rochefort, Valve
Script, AI spawning and placement, pickup placement, clipping and AI Software
traversal setup. I was first a gameplay designer on Rage and then a visual
designer on Rage DLC. Contact details available on request

Doom​ (PS4, XBox One)


● Worked on the first demo level that would mark the last major
iteration of Doom. Experience with Superscript.
Rage DLC (​ PS3, XBOX 360, PC)
● Acted as both visual designer and gameplay designer for
Munitions Factory building the whole level, in its entirety within
two months. This included building the level with modo, lighting,
and all AI placement and scripting.

● Collaborated with visual designer to implement gameplay in Industrial Level.


Rage​ (PS3, XBOX 360, PC)
● Collaborated with Lead Environment Artist to design and implement gameplay in Dead City Streets and
Dead City Central levels, both forward and reverse paths.
● Optimized Dead City level using Modo for both performance and memory.
● Wrote Modo Scripts using Python which improved designer pipeline for optimizing performance and
collision. Scripts included a T-Junction fixer and Collision Hull generator among others.
● Experience using idTech 5 tools

Digital Extremes, ​London, ON, Canada— L


​ evel Designer
SEPTEMBER 2004 - MARCH 2008

Dark Sector​ (PS3, XBOX 360, PC)


● Designed and built compelling, technically efficient, entertaining levels using Evolution Engine Tools,
Photoshop, Lightwave 3D and XSI.
● Collaborated with the art team to create game-play friendly spaces while ensuring visual quality and
performance.
● Helped design necessary software tools required for completion of the game (Darkitect).
● Designed and prototyped interactive game objects and physics objects using XSI.
● Experience using Digital Extremes proprietary tools and engine (Evolution Engine, Darkitect).
Warpath​ (XBOX, PC)
● Contributed three maps to final product. AS-Alarm, DM-ThinIce and CTF-Badlands
● Supervised off site contractors to ensure timely delivery of content.
● Platform specific performance and memory optimization for the majority of level and art
Pariah​ (XBOX, PC)
● Created environments and visual assets for Pariah in the form of meshes, textures, particle effects and
matinée sequence
● Created three multiplayer environments AS-Survivor and CTF-Recoil
● Responsibilities include the debugging and optimization of all multiplayer
● Utilized my experience at Epic Games to improve coworkers understanding of unreal engine
technology.
● Gained experience with Microsoft Xbox SDK debugging and visual optimization tools.

Epic Games, ​Raleigh, NC, USA— C


​ ontract Level Designer
FEBRUARY 2003 - MARCH 2004

Unreal Tournament 2004​ (PC)


● Assisted in the creation of new and unique assets for Unreal Tournament 2004 on site at Epic Games.
Assets include new levels, static meshes, textures, particle effects and matinée sequences.
● Assets were created using the Unreal Editor, Lightwave 3D and Photoshop.
● Created AS-Glacier and DM-Corrugation Levels
● Improved AI path networks for majority of Unreal Tournament 2004 Onslaught levels.
● Gained advanced knowledge of Unreal Engine 2 features such as emitters and matinée.
● Gained knowledge in the use of Perforce and Test Track Pro.
● Used off the shelf 3D/2D packages (Lightwave 3D, Photoshop) to create static meshes and textures.

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