Matthew Guntner

Senior Software Engineer at WB Games
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San Jose, California, United States, US

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Experience

    • Canada
    • Entertainment
    • 200 - 300 Employee
    • Senior Software Engineer
      • Jun 2019 - Present
    • United States
    • Computer Games
    • 200 - 300 Employee
    • Front End Software Engineer
      • Feb 2017 - Jun 2019

      MyVegas(Andriod/iOS/Amazon) (Unity Engine) Worked on meta features from mini-games to monetization content. Wrote tools and systems to decrease programmer interference on game visuals and increase TA and art's control when creating in-game events. Propagated small system into entire game changing the way game content is created. Supported in-game event team by reducing data overlap and redundant information storing. MyVegas(Andriod/iOS/Amazon) (Unity Engine) Worked on meta features from mini-games to monetization content. Wrote tools and systems to decrease programmer interference on game visuals and increase TA and art's control when creating in-game events. Propagated small system into entire game changing the way game content is created. Supported in-game event team by reducing data overlap and redundant information storing.

    • Brazil
    • Software Development
    • Software Engineer II
      • Jan 2013 - Sep 2016

      Bejeweled Stars (Android/iOS) (Unity Engine with C#) Joined the team to push the product to release by finalizing features and fixing critical bugs all inside the Unity Engine. Worked within small sub teams and solo to polish and release the game with very little issues, Prototyping Pogo Mobile (Android/iOS) (Unity Engine with C#) Part of a small team created to prototype a mobile version in Unity of the Pogo web platform including prototyping the first group of games with the meta. Worked on all aspects of the project and researched future development architecture such as asset bundling, large data handling, and server communication, Unreleased Title (Android/iOS) (Unity Engine with C#) Worked with a small team prototyping a full mobile title in Unity including a complex multiplayer meta and polished gameplay. Sims 4 (PC) (C#/C++/Python) Worked on the tools team developing and maintaining many tools used by the development team. Solved problems with massive data memory storage and iterating over large data sets optimally while maintaining low virtual memory. Tools used C, C++ and C#. Worked on gameplay bug fixing in Python. Helped to rewrite interaction for Sims clothing change, Unrelease Title (Android/iOS) (Unity Engine with C#) Working inside the Unity Engine using C# to create a 3D multiplayer mobile game. Worked on the in game HUD as well as game play and user input. Worked with UI artists to manage the HUD system to improve workflow. Show less

    • United States
    • Junior Programmer
      • Mar 2011 - Dec 2012

      Ruined Online (Web) (Unity Engine with C#) Third-person multi-player arena shooter played in any web browser using the Unity Engine. Added achievements to the game play. Created a complex AI to replicate average player skill level. Fixed camera to object interactions and camera movement. Rectified gameplay bugs. The Mummy Online (Web) (Unity Engine with C# and C++) 3D MMO dungeon crawler played inside a web browser made using the Unity Engine. Created A* path finding system with smoothing algorithms using a navigation mesh for both enemy and player movement. Created AI state based decision making. Worked on AI client and server interaction. Optimized AI system to achieve benchmark goals. Battlestar Galactica Online (Web) (Unity Engine with C# and Erlang) 3D space combat shooter using the Unity Engine and Erlang. Became lead architect and owner of the entire GUI system and tools. Converted the 2 previous GUI systems into once refined system. Created a revised GUI tool designed to eliminate engineer interference on art and layouts. Worked directly with GUI artists and designers to improve system. Universal Monsters Online (Web) (Unity Engine with C# and C++) 3D MOBA played in a web browser using the Unity Engine. Integrated my path finding and navigation mesh from The Mummy Online to be used to control all AI and player movement. Refined the navigation mesh creation. Show less

Education

  • Full Sail University
    Bachelor of Science, Computer Science
    2009 - 2010
  • Pikes Peak State College
    None, Engineering/Networking/Automotive
    2005 - 2008
  • Western New England University
    None, Engineering
    2003 - 2004

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