Dustin Berkey
Senior Software Engineer at NetherRealm Studios (WB Games)- Claim this Profile
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Bio
Matt Knowles
Dustin was hired on a Robomodo after one of the most impressive interviews the company has ever seen. After that Dustin has even exceeded those expectations. He was the constant presence on the networking team for both Ride and Shred. Ready to help in any way to deliver a solid project. Helping the UI with online screens, building major parts of our network code and being a rock for the sometimes brutal process of finaling as a network engineer. Great guy and an even better engineer.
Nick G.
Dustin is a truly skilled, capable employee and individual, and is someone I truly enjoyed working along side. During our time as Software Engineers at Robomodo, I saw him achieve so much in the Networking department. Despite the many difficult challenges inherent in coding for a networking system, Dustin's talent, eye for detail, and determined work ethic allowed him to succeed in what I feel is one of the most demanding areas of game development. Any company would be extremely fortunate to have him on their staff.
Matt Knowles
Dustin was hired on a Robomodo after one of the most impressive interviews the company has ever seen. After that Dustin has even exceeded those expectations. He was the constant presence on the networking team for both Ride and Shred. Ready to help in any way to deliver a solid project. Helping the UI with online screens, building major parts of our network code and being a rock for the sometimes brutal process of finaling as a network engineer. Great guy and an even better engineer.
Nick G.
Dustin is a truly skilled, capable employee and individual, and is someone I truly enjoyed working along side. During our time as Software Engineers at Robomodo, I saw him achieve so much in the Networking department. Despite the many difficult challenges inherent in coding for a networking system, Dustin's talent, eye for detail, and determined work ethic allowed him to succeed in what I feel is one of the most demanding areas of game development. Any company would be extremely fortunate to have him on their staff.
Matt Knowles
Dustin was hired on a Robomodo after one of the most impressive interviews the company has ever seen. After that Dustin has even exceeded those expectations. He was the constant presence on the networking team for both Ride and Shred. Ready to help in any way to deliver a solid project. Helping the UI with online screens, building major parts of our network code and being a rock for the sometimes brutal process of finaling as a network engineer. Great guy and an even better engineer.
Nick G.
Dustin is a truly skilled, capable employee and individual, and is someone I truly enjoyed working along side. During our time as Software Engineers at Robomodo, I saw him achieve so much in the Networking department. Despite the many difficult challenges inherent in coding for a networking system, Dustin's talent, eye for detail, and determined work ethic allowed him to succeed in what I feel is one of the most demanding areas of game development. Any company would be extremely fortunate to have him on their staff.
Matt Knowles
Dustin was hired on a Robomodo after one of the most impressive interviews the company has ever seen. After that Dustin has even exceeded those expectations. He was the constant presence on the networking team for both Ride and Shred. Ready to help in any way to deliver a solid project. Helping the UI with online screens, building major parts of our network code and being a rock for the sometimes brutal process of finaling as a network engineer. Great guy and an even better engineer.
Nick G.
Dustin is a truly skilled, capable employee and individual, and is someone I truly enjoyed working along side. During our time as Software Engineers at Robomodo, I saw him achieve so much in the Networking department. Despite the many difficult challenges inherent in coding for a networking system, Dustin's talent, eye for detail, and determined work ethic allowed him to succeed in what I feel is one of the most demanding areas of game development. Any company would be extremely fortunate to have him on their staff.
Experience
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NetherRealm Studios (WB Games)
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United States
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Computer Games
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200 - 300 Employee
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Senior Software Engineer
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Oct 2021 - Present
UI EngineerProjects Worked On:Unannounced Project (2019-2022) - Unreal 4- Worked with the UI engineering team to prototype potential new ways of implementing menu systems- Worked closely with design, product managers, server engineers and UI artists to prototype and implement a dynamic UI system, driven via server data- Collaborated with the 3D art team, the UI art team and the VFX team to create interactive 3D UI
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Software Engineer
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Sep 2012 - Oct 2021
Projects Worked On:Mortal Kombat Mobile (2018-2019)- Complete port of the original Mortal Kombat X (Mobile) to Unreal 4- Was the main in house UI engineer on the project with little oversite- Converted original flash UI to Unreal's UMG- Worked closely with outsourcing house to successfully port the full game Injustice 2 (Mobile)(2014-2017)- Shipped the game using Unreal 4- Helped develop the UI for the game in Unreal's UMG system- Responsible for the main story menu flow and results presentationMortal Kombat X (Mobile)(2013-2018)- Unreal 3- Helped implement most of the UI systems and subsystems - Worked closely with artists and designers to iterate on features- Was responsible for majority of Live Ops updates until Mortal Kombat Mobile beganBatman Arkham Origins Mobile (iOS/Android)(2013) - Implemented the single player campaign system, building off of Injustice - Implemented the reward system for suits and currency - Managed to help complete the game on an accelerated schedule with minimal crunch.Injustice: Gods Among Us Mobile (iOS/Android)(2012) - Worked in Unreal Engine 3 - Worked with Design and Artists to help create the large portions of the Games UI - Wrote the games loot/reward system that is used throughout the game - Wrote the UI and fight/ladder definition code for the single player campaign - Worked closely with design and online programmers for the asynchronous multiplayer and leaderboards - Implemented the base store and iAP system Show less
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Robomodo
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United States
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Computer Games
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1 - 100 Employee
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Software Engineer
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May 2011 - Aug 2012
Shipped Titles Tony Hawk's Pro Skater HD - Used Unreal 3 and Actionscript to create the games menus - Ported over the original Tony Hawk Pro Skater 2's combo code Shipped Titles Tony Hawk's Pro Skater HD - Used Unreal 3 and Actionscript to create the games menus - Ported over the original Tony Hawk Pro Skater 2's combo code
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Robomodo
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United States
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Computer Games
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1 - 100 Employee
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Software Engineer
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Aug 2008 - Oct 2010
Shipped Titles: Tony Hawk Ride (Ps3, Xbox 360, Wii) - Worked on UI, Gameplay and Online teams Tony Hawk Shred (Ps3, Xbox 360, Wii) - Worked on UI, Gameplay and Online teams Shipped Titles: Tony Hawk Ride (Ps3, Xbox 360, Wii) - Worked on UI, Gameplay and Online teams Tony Hawk Shred (Ps3, Xbox 360, Wii) - Worked on UI, Gameplay and Online teams
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Education
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Full Sail University
Bachelor of Science, Game Design and Development