Brett Klooster

Senior Software Engineer at Obsidian Entertainment
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Orange County, US

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Experience

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Senior Software Engineer
      • Nov 2019 - Present

      Irvine, CA The lead programmer on Pentiment for Obsidian Entertainment. Inherited a starter prototype with a mature tooling backend created for another game and built the game-specific code base to fit requirements of the new project. The team was very small (1 other programmer added during production). The team emphasized agility with frequent shifting of goals and priorities. I was the primary engineering resource for the project during product’s development through post-release support and managed the… Show more The lead programmer on Pentiment for Obsidian Entertainment. Inherited a starter prototype with a mature tooling backend created for another game and built the game-specific code base to fit requirements of the new project. The team was very small (1 other programmer added during production). The team emphasized agility with frequent shifting of goals and priorities. I was the primary engineering resource for the project during product’s development through post-release support and managed the engineering needs of all departments. These needs include gameplay features, console platforms, game-tooling, build systems, and team technical support. Show less

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Senior Software Engineer
      • Jun 2017 - Oct 2019

      Irvine, California Working on the card/solitaire team to help convert functionality and features from native iOS and Android products into a cross platform feature set library written inside of Unity. The end goal being able to quickly develop and port features from one product and integrate it into another with minimal setup. These features were designed to be modular and easily added/removed from certain products without a lot of dependency while maintaining a solid foundation library of code. I helped… Show more Working on the card/solitaire team to help convert functionality and features from native iOS and Android products into a cross platform feature set library written inside of Unity. The end goal being able to quickly develop and port features from one product and integrate it into another with minimal setup. These features were designed to be modular and easily added/removed from certain products without a lot of dependency while maintaining a solid foundation library of code. I helped engineer critical client features such as localization, asset management, and cross promotion. I work primarily on the feature team which supported Crown and Pyramid products with the goal of supporting the conversion of the larger Solitaire from a native application into Unity. The games have millions of users and are driven primarily by advertisement revenue. Show less

    • United States
    • Financial Services
    • 1 - 100 Employee
    • Senior Software Engineer Contract
      • Jan 2017 - Jun 2017

      Irvine, CA I was hired to assist with finishing an interactive Unity3D prototype that was to be shipped as part of a airplane seatback software package for a Thales customer. My primarily responsibilities were to improve performance, update to use dynamic resources, and help integrate a Unity build script with a Jenkins automated job. After the project was completed, I was tasked with doing exploratory R&D using the Qt3D framework and learning the basics of Qt and QML in the process. I am currently… Show more I was hired to assist with finishing an interactive Unity3D prototype that was to be shipped as part of a airplane seatback software package for a Thales customer. My primarily responsibilities were to improve performance, update to use dynamic resources, and help integrate a Unity build script with a Jenkins automated job. After the project was completed, I was tasked with doing exploratory R&D using the Qt3D framework and learning the basics of Qt and QML in the process. I am currently assigned to one of their UI teams to provide engineering assistance with creating a customized UI for their customers using QML. Show less

    • Gamplay/UI Programmer
      • Feb 2015 - Jan 2017

      Irvine, CA I was hired to assist with the end of the Pillars of Eternity project. Due to relocation time, I arrived on the project late in the development of Pillars of Eternity and was responsible for bug fixes and some minor features (area loot, plant picking indicator, news system). Shortly after Pillar's initial release, I was transferred to the Tyranny project. Tyranny used the same foundation engine as Pillars of Eternity. On Tyranny, I worked on the UI, platform compatibility, and graphics systems… Show more I was hired to assist with the end of the Pillars of Eternity project. Due to relocation time, I arrived on the project late in the development of Pillars of Eternity and was responsible for bug fixes and some minor features (area loot, plant picking indicator, news system). Shortly after Pillar's initial release, I was transferred to the Tyranny project. Tyranny used the same foundation engine as Pillars of Eternity. On Tyranny, I worked on the UI, platform compatibility, and graphics systems we inherited from Eternity and modifying them to fit the needs of the new product. I stayed there through the release of the game and provided initial post-release support. Show less

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • Senior Application Developer
      • Mar 2011 - Dec 2014

      Greater Minneapolis-St. Paul Area Worked on a variety of projects using the Unity3D engine. Was the primary programmer on the successful Elder Sign: Omens for iOS and Android. I also worked on the iOS/Android release of BattleLore:Command, Hey, That's My Fish and the Star Wars Dice application.

    • United States
    • Software Engineer
      • Sep 2009 - Feb 2011

      Greater Minneapolis-St. Paul Area Software engineer on the JamParty and JamParty Remixed Windows software releases. Primary responsibility was gameplay using C++ in the Gamebryo Lightspeed engine. Also worked with the Scaleform UI solution learning and using the Flash development environment.

    • Mexico
    • Appliances, Electrical, and Electronics Manufacturing
    • 1 - 100 Employee
    • Client Support Specialist III
      • Oct 2005 - Aug 2009

      Greater Minneapolis-St. Paul Area Worked in the first-level technical support desk for Target. Supported Target stores, distribution centers, and corporate clients with their technical needs. Was an active member of training, updating the process database, and helped create an ASP.NET page for internal reporting.

Education

  • Full Sail University
    Assoc. Game Design and Development, Computer Software Engineering
    2002 - 2003

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