Christopher Sosa

Programmer at Obsidian Entertainment
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Location
Lake Forest, California, United States, US
Languages
  • Spanish -
  • English -

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Experience

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Programmer
      • Dec 2021 - Present
    • United States
    • Computer Games
    • 1 - 100 Employee
    • Lead Software Engineer
      • May 2021 - Dec 2021

      Unannounced UE4 First Person Shooter:• Stood up UE4 4.26 project• Setup TeamCity UE4 automated nightly builds• Setup Unreal Game Sync to allow designers and Artists to fetch precompiled binaries directly from Perforce• Managed a team of 9 software engineers to deliver a gameplay trailer to the client• Mentored and taught engineers about how to use unreal 4• Stood up an automated build process to cook mp4 videos from UE4 sequencer tool• Designed and implemented a weapon user interface which allowed the team to use Epic’s ShooterWeapon on any pawn.• Stood up initial character/enemy Ai for trailer• Analyzed landscape and dynamic sky assets in order to help artists tune these assets for better performance• Assisted tech artists to come up with solutions to reduce draw calls in outdoor on rails helicopter level• Maintained and fixed cooked builds when necessary• Assisted in writing TDD• Worked with Ai engineer to create an Ai waypoint path system with many design features (wait at point timer, play montage at point, rotate to waypoint rotation, play audio at point, take cover, sprint to next point etc…)• Helped Interview to fill various roles on team• Ensured timely delivery of game systems for trailer• Ensured engineering resources were allocated where needed to bring prototype/trailer to functional Show less

    • Graphics Sr. Software Engineer I
      • May 2020 - May 2021

      Drifters:• Refactored grapple system to properly use unreal gameplay ability system and improve feel of grapple• Working to improve garbage collection times on Drifters servers• Used Unreal Network Profiler to optimize replicated actors• Fixed client server desyncs on Grapple Gameplay Ability• Created process and pipeline for having QA gather performance data using Unreal Insights• Authored weekly performance reports based on analysis of unreal insights traces• Worked with artists to create UE4 studio best practices for world building to reduce draw calls and improve performance (Got game to go from about 35-50FPS up to 90-110FPS on GTX 970)• Authored documents for UE4 studio Slate Ui best practices to keep Ui performant• Assisted prototyping team in re-designing Drifters. Helped to keep prototype performant enough for weekly community playtests as well as contributed to design by committee• Reduced network traffic produced by machine gun gameplay ability by reducing the amount of target data being sent to the server• Fixed performance on main menu level (20-30 FPS up to 75-80) by working with artists to reduce light complexity in the level while maintaining artistic look• Implemented networked Actor pooling system in Unreal Engine to reduce replicated Gameplay Ability System data waste and Garbage collection waste.• Implemented Heavy landing mechanic• I was the main code reviewer for all new Gameplay code and optimization fixes• Began implementing but never finished a robust subscription-based client side error handling system to handle failed Playfab API calls• Optimized UE4 outline post process shader from 8ms down to 3ms• Refactored Base Gameplay Ability attribute classes and actors in order to reduce the amount of replicated data on Gameplay ability actors who did not need complex character attributes• Fixed networking desync bugs on pooled actors• Worked closely with technical designers to review networked gameplay ability blueprints Show less

    • Generalist Software Engineer III
      • Nov 2019 - May 2020

      Unannounced iOS MMO:• Got visual studio engine and game projects compiling and linking in Xcode• Worked on getting the engine to properly start up and render on device• Headed up rendering team to get new Vulkan renderer working on iOS• Optimized new Vulkan renderer to run at acceptable frame rates on device• Fixed post process blur shaders on iOS• Fixed sRGB color space not working on iOS• Saved memory by streaming in necessary shader binaries when vulkan pipelines needed them instead of keeping them in main memory• Refactored audio system to fix random crash associated with looping audio bug in OpenAL bug on iOS• Stood up automated build machines for nightly builds• Mentored junior rendering engineer to implement texture streaming, occlusion culling, fix color space issues, fix terrain rendering on open world levels. Show less

    • Generalist Software Engineer II
      • Jan 2018 - Nov 2019

      Sunset Overdrive (Steam, Windows Store - released)• Ported save system from one save only to multiple slot save system. Included support to delete, load, and overwrite saves.• Added cloud save support for both Steam and UWP Windows Store.• Added mouse and keyboard support to the engine in both UWP app and Win32 Steam app.• Fixed multiple Nvidia/AMD specific bugs for specific graphics card architectures• Fixed Norton Dragon boss fight. The model's vertices were popping and being rendered improperly on PC• Fixed a multitude of bugs Show less

    • Computer Games
    • 1 - 100 Employee
    • Software Engineer
      • Jun 2016 - Nov 2017

      • Created revenue increasing engine extension to support native rewarded video ads using Admob • Implemented daily mission system to increase number of daily active users and user retention • Wrote Android extension to support distribution of game assets via .obb files to improve startup flow • Expanded creature inventory to be four times bigger by implementing a virtualized scroll view • Implemented client side overhaul of PVP system which included brand new UI and gameplay • Fixed graphical error that displayed tile boundary artifacts on the map screen on key mobile devices • Facilitated the ability for designers to create expert mode maps which would modify enemies in encounters to have heightened abilities and stats • Implemented server side cheat detection and client side UI flow that blocked cheaters from playing • Created a system which allowed the design team to schedule monthly PVP bonuses • Created daily check in rewards • Modified all engine shaders to support the switch to ETC textures • Fixed in app notification icons so they displayed correctly • Created client side of swag bag spending incentive feature • Created client side of PVP shield mechanic • Integrated Creature Quest Sqaurespace news website with in game news feed webview • Assisted in implementing native Google sign in Show less

    • United States
    • Software Development
    • 1 - 100 Employee
    • Software Engineer
      • Jun 2015 - Apr 2016

      • Worked on F-18 maintenance trainer • Ported the old maintenance trainer code to a new in-house simulation engine • Worked on F-18 maintenance trainer • Ported the old maintenance trainer code to a new in-house simulation engine

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Software Engineer
      • Oct 2014 - Apr 2015

      Rory McIlroy PGA Tour (PS4, Xbox one - released) • Utilized AI players to create a distributed automated test script that gathered metrics denoting completion of levels • Fixed memory leaks/stomps Rory McIlroy PGA Tour (PS4, Xbox one - released) • Utilized AI players to create a distributed automated test script that gathered metrics denoting completion of levels • Fixed memory leaks/stomps

    • United States
    • Defense and Space Manufacturing
    • 700 & Above Employee
    • Software Engineer
      • Feb 2014 - Oct 2014

      • Worked on SAGE flight simulator as a rendering engineer • Implemented light mapping for runway and city lights • Implemented fried or foe training highlight shader for identifying vehicles in the simulation • Created volumetric fog shader for realistic configurable fog banks • Ported Microsoft Flight Simulator X worldwide flight terrain lookup tables and terrain texture resolving algorithm from MSVC++ to Linux GNU C++ in support of the effort to add worldwide flight (No load times when flying around the globe) to SAGE flight Show less

    • United States
    • Computer Games
    • 700 & Above Employee
    • Software Engineering Intern
      • Sep 2013 - Nov 2013
    • Real Estate
    • 1 - 100 Employee
    • Camera/Graphics Programmer
      • Jan 2013 - Aug 2013

      Graduate school capstone project. Escherreal is a game where manipulating gravity and transitioning between 3D and 2D are the main mechanics. http://www.escherreal.com/ Graduate school capstone project. Escherreal is a game where manipulating gravity and transitioning between 3D and 2D are the main mechanics. http://www.escherreal.com/

    • SCRUM Master
      • Sep 2011 - Apr 2012

      I was the SCRUM Master for my senior design capstone project. I manage the sprint, defect, and testing documentation as well as code modules for the software system. The project is to make a DSI multi-touch table that runs an in-house coded tower defense application using C#, XNA, and CCV. I was the SCRUM Master for my senior design capstone project. I manage the sprint, defect, and testing documentation as well as code modules for the software system. The project is to make a DSI multi-touch table that runs an in-house coded tower defense application using C#, XNA, and CCV.

    • United States
    • Financial Services
    • 1 - 100 Employee
    • Extern
      • Mar 2012 - Mar 2012

      Programmed the back end of a website to display and sort search metrics data gathered by SQL queries in C# and ASP.NET Programmed the back end of a website to display and sort search metrics data gathered by SQL queries in C# and ASP.NET

    • Command & Data Handling Team Leader
      • Jan 2009 - Jan 2011

      Team leader responsible for designing and fabricating the computer system for the Knightsat II satellite. Made major contributions to the design of our satellite and presented it at a PDR at the AIAA/Utah state University Small Satellite conference 2009, a professional engineering conference. Participated in AFRL SHOT at CSU Boulder to launch a data collecting weather balloon using Atmel MCU. Attended Cosmiac Plug and Play satellite training at UNM Albuquerque, and Satellite Fabrication lab at Kirtland Air Force Base Albuquerque. Built, programmed and flew a high altitude balloon payload that recorded pressure and temperature data, took pictures, and transmitted data to a ground station. Presented a prototype of our satellite to present to the AFRL at Small Satellite Conference 2010. Presented final product at FCR in Albuquerque to judges from satellite industry and AFRL. Show less

    • Assistant
      • May 2008 - Jul 2008

      Assisted Programmers in the PROFIT project directed by Dr. Lobo. Modifying Image J, a graphics editing program in the JAVA environment. Assisted Programmers in the PROFIT project directed by Dr. Lobo. Modifying Image J, a graphics editing program in the JAVA environment.

Education

  • University of Central Florida
    Master's Degree, Interactive Entertainment
    2012 - 2013
  • University of Central Florida
    Bachelor of Science (B.S.), Computer Engineering
    2006 - 2012

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