Jon Sayer

Software Engineer II at Mass Media Games
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Contact Information
us****@****om
(386) 825-5501
Location
Santa Paula, California, United States, US

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Experience

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Software Engineer II
      • Apr 2022 - Present

    • Software Engineer
      • Jun 2021 - Aug 2022

    • Junior Software Engineer
      • Sep 2019 - Aug 2022

    • Build Engineer
      • Apr 2019 - Aug 2022

      Builds, maintains, and optimizes tools for the build and packaging process

  • Serotonin Labs
    • Greater Chicago Area
    • Game Systems Developer
      • Sep 2017 - Present

      On XenoGrove, a hybrid 2D/3D Fps Dungeon Crawler, performed these responsibilities: -Systems: Designed, implemented and maintained a dungeon system, several enemy AIs, a weapon crafting system, several systems for increasing performance -Technical Art: Wrote and maintained the shaders for many key props, which utilized advanced visual capabilities like normal-map based tesselation. Wrote and optimized a 2d foliage shader designed to reduce transparency overdraw -World Building: Primary landscaper for Lava, Desert, and Mountain areas. Extensive set-dressing and prop placement across the entire map. Wrote small amounts of NPC dialogue to hint at certain hidden game mechanics or hidden areas. Worked extensively with the 2D and 3D artists to coordinate an efficient pipeline for world content production. -Game Design: Frequently tweaked game balance, baked hidden areas or content into world design. Designed and developed a few of the dungeons. The game will be launching in Q2 2019. Free pre-release Steam keys are available upon request for recruiters, press, beta testers, and anyone else with a particular reason to need one. Feel free to contact me directly if you interested in receiving a key. Show less

  • Project Culverin
    • Greater Chicago Area
    • Lead Game Developer
      • Aug 2014 - Present

      Project Culverin is an open world First Person Shooter set in an 80s vision of the future. The player dismantles three independent criminal empires - which all interact with each other, and the player, dynamically. Territory is gained and lost, members of the gangs are assassinated, and the world is never left still for a moment. The project is a side interest and is used largely to test gameplay ideas and systems. Project Culverin is an open world First Person Shooter set in an 80s vision of the future. The player dismantles three independent criminal empires - which all interact with each other, and the player, dynamically. Territory is gained and lost, members of the gangs are assassinated, and the world is never left still for a moment. The project is a side interest and is used largely to test gameplay ideas and systems.

    • United States
    • Software Development
    • 1 - 100 Employee
    • Software Engineer
      • Aug 2018 - Dec 2018

      Gameplay and Game Systems programming for VR in Unreal Engine 4, primarily in Blueprint. -Wrote and maintained a highly modular and adjustable gamemode system. -Wrote and maintained various landscape generation formulas and systems. -Worked with the Lead to implement full networking on various gameplay components. Gameplay and Game Systems programming for VR in Unreal Engine 4, primarily in Blueprint. -Wrote and maintained a highly modular and adjustable gamemode system. -Wrote and maintained various landscape generation formulas and systems. -Worked with the Lead to implement full networking on various gameplay components.

    • United States
    • Education Management
    • 300 - 400 Employee
    • Game Design Academy Instructor
      • Jul 2018 - Jul 2018

      Acted as an Instructor for an intensive two-week program that taught students game development within the Unreal 4 C++ development environment. Covered basic C++ programming with console applications, and then moved up to programming within Unreal's GameFramework with custom Actor-based game objects. Also covered source control techniques under Git LFS such as branching and merging. Acted as the source control manager for collaborative student projects. Acted as an Instructor for an intensive two-week program that taught students game development within the Unreal 4 C++ development environment. Covered basic C++ programming with console applications, and then moved up to programming within Unreal's GameFramework with custom Actor-based game objects. Also covered source control techniques under Git LFS such as branching and merging. Acted as the source control manager for collaborative student projects.

    • Software Developer
      • Nov 2017 - Dec 2017

      While employed by a small local law firm, I developed software to assist in quickly producing legal documents. While employed by a small local law firm, I developed software to assist in quickly producing legal documents.

    • United States
    • Education Management
    • 300 - 400 Employee
    • Lead Instructor
      • Jun 2017 - Aug 2017

    • United States
    • Education Management
    • 300 - 400 Employee
    • Instructor
      • Jun 2016 - Aug 2016

      Over the course of eight weeks, taught primarily FPS Game Design with Unreal 4. Taught the basics of using the tool, basic fluency in general and FPS specific Game Design, and basic game production techniques. Every week was like another small studio with brand new faces who had their own aspirations and deliverables to complete. The weeks also served as valuable practice in communication, team-building, presentation, short deadline deliverables, coaching, and feedback. Over the course of eight weeks, taught primarily FPS Game Design with Unreal 4. Taught the basics of using the tool, basic fluency in general and FPS specific Game Design, and basic game production techniques. Every week was like another small studio with brand new faces who had their own aspirations and deliverables to complete. The weeks also served as valuable practice in communication, team-building, presentation, short deadline deliverables, coaching, and feedback.

  • Bee's Brain (School Project)
    • Greater Chicago Area
    • Programmer/ Assistant Designer
      • Aug 2014 - Nov 2014

      Worked to implement design features, fix bugs, test, and polish Nanobot: Operation Marine Clean within a small group for a school project. Worked to implement design features, fix bugs, test, and polish Nanobot: Operation Marine Clean within a small group for a school project.

  • Independent (School Project)
    • Greater Chicago Area
    • Developer
      • Aug 2014 - Nov 2014

      Independently developed Le Gun, a brief top-down shooter with unique mechanics, particularly the ability to ricochet bullets off of walls and trade places with them. Independently developed Le Gun, a brief top-down shooter with unique mechanics, particularly the ability to ricochet bullets off of walls and trade places with them.

  • Need to Know (School Project)
    • Greater Chicago Area
    • Designer/ Assistant Programmer
      • Jan 2014 - Mar 2014

      Lead design work for Return to Sender, an espionage-based mystery game developed to find an unusual use for the mechanics of Breakout-genre games. School Project. Lead design work for Return to Sender, an espionage-based mystery game developed to find an unusual use for the mechanics of Breakout-genre games. School Project.

Education

  • DePaul University
    Bachelor of Science (B.S.) Computer Game Development, College of Computing and Digital Media, Summa Cum Laude
    2014 - 2018
  • St. Bonaventure High School
    2010 - 2014

Community

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