John Wileczek

Software Engineer at Prominent Edge
  • Claim this Profile
Contact Information
Location
Orlando, Florida, United States, US

Topline Score

Topline score feature will be out soon.

Bio

Generated by
Topline AI

You need to have a working account to view this content.
You need to have a working account to view this content.

Experience

    • United States
    • Software Development
    • 1 - 100 Employee
    • Software Engineer
      • Dec 2014 - Present

      Orlando, Florida Area Developer on the FireCARES application which is International Association of Firefighters (IAFF) highly anticipated platform for risk prediction and prevention slated to be used nationwide by all US based fire departments. The primary goal of the platform is help fire departments identify how budget changes affects their performance in terms of deaths, injuries, structure damages, and more. Tasking includes developing components of the web application as well as processing data from numerous… Show more Developer on the FireCARES application which is International Association of Firefighters (IAFF) highly anticipated platform for risk prediction and prevention slated to be used nationwide by all US based fire departments. The primary goal of the platform is help fire departments identify how budget changes affects their performance in terms of deaths, injuries, structure damages, and more. Tasking includes developing components of the web application as well as processing data from numerous fire departments in varying formats. Developed software to help union leaders compare defined contribution (401k) vs defined benefit packages offered by the city/state in order to help make wise decisions that benefit firefighters. Was involved in gathering requirements, development, and heavy testing of the algorithms and the application. Full-stack development on Mapstory working primarily on their composer and feature append functionalities. Project based on top of GeoNode using python django backend and angularJS frontend. A contributor on GeoWave project working primarily to improve support for large-scale distributed geospatial operations using MapReduce and Spark. Show less

    • United States
    • Higher Education
    • 700 & Above Employee
    • Lab Specialist
      • Sep 2011 - Oct 2015

      Orlando, Florida o Teach students advanced game logic concepts such as AI pathfinding algorithms, network models, and assembly level optimization. o Grade student assignments and projects, debugging their code, and helping them understand and correct any errors made. o Teach students software architecture and engineering concepts such as agile development, and design patterns such as State, Composite, Command, Observer, and Singleton o Creating a mod for Doom 3 that allows students to write the… Show more o Teach students advanced game logic concepts such as AI pathfinding algorithms, network models, and assembly level optimization. o Grade student assignments and projects, debugging their code, and helping them understand and correct any errors made. o Teach students software architecture and engineering concepts such as agile development, and design patterns such as State, Composite, Command, Observer, and Singleton o Creating a mod for Doom 3 that allows students to write the decision making AI for CTF bots, and have those bots compete over multi-player servers. Show less

    • AI/Scripting/Gameplay Programmer For Schlep's Labyrinth
      • Apr 2011 - Sep 2011

      Orlando, Florida o Designed and Developed Core AI System that works closely with LUA scripting language to handle all game object behaviors, and event handling o Implemented a LUA Wrapper to handle all LUA interactions from AI behaviors and asset loading, to file I/O of collision boxes, and lighting data o Designed gameplay features and characters o Implemented game object AI with LUA scripting o Led Code Reviews for team when new systems were finished to make sure the code was… Show more o Designed and Developed Core AI System that works closely with LUA scripting language to handle all game object behaviors, and event handling o Implemented a LUA Wrapper to handle all LUA interactions from AI behaviors and asset loading, to file I/O of collision boxes, and lighting data o Designed gameplay features and characters o Implemented game object AI with LUA scripting o Led Code Reviews for team when new systems were finished to make sure the code was functional, and up to the standards of the team. o Implementation of Event Driven game logic and collision reactions o Implemented a stacked state machine to handle updating and the changing of game states Show less

    • Input/Gameplay Programmer For Gravitational Paul
      • Aug 2010 - Sep 2010

      Orlando, Florida o Joined the development team half way through production and was able to quickly learn the code base and implement good gameplay features like upgrades and item pickups o Implemented Xbox 360 controller input o Implementation of Keybinding support for both keyboard and 360 input

    • United States
    • Retail
    • 700 & Above Employee
    • Gas Attendant
      • Oct 2007 - Oct 2009

Education

  • Full Sail University
    Bachelor of Science (B.S.), Game Development
    2009 - 2011
  • Full Sail University
    Bachelor of Science, Game Development
    2009 - 2011

Community

You need to have a working account to view this content. Click here to join now