Michael Santos

Console Port Engineer at Magic Spell Studios
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Contact Information
us****@****om
(386) 825-5501
Location
Rome, New York, United States, US

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Experience

    • United States
    • 1 - 100 Employee
    • Console Port Engineer
      • May 2023 - Present

      Rochester, NY I am working on an existing game in Unity, That Damn Goat, with the main goal to fix optimization issues preventing it from being played on the Nintendo Switch at a reasonable frame rate. The techniques I am currently working on to implement include occlusion culling, baked lighting, batching of game objects, and other code/scene cleanup as necessary. Along with working on optimization of the game, I am working as a gameplay programmer to implement new features, such as a tie breaker system… Show more I am working on an existing game in Unity, That Damn Goat, with the main goal to fix optimization issues preventing it from being played on the Nintendo Switch at a reasonable frame rate. The techniques I am currently working on to implement include occlusion culling, baked lighting, batching of game objects, and other code/scene cleanup as necessary. Along with working on optimization of the game, I am working as a gameplay programmer to implement new features, such as a tie breaker system, and fix bugs that are found during playtests. All the code I write is done in C# and the project's version control is being handled through Git. This is a summer internship that ran from late May until the middle of August and I am continuing to do part time work during the fall 2023 semester and the spring 2024 semester. Show less

    • United States
    • Hospitals and Health Care
    • 700 & Above Employee
    • Project Assistant
      • Sep 2021 - Aug 2023

      New York, United States I researched how walking patterns are affected by different visual stimuli by engineering a largely self-directed software in Unity to experiment with virtual reality and Infinadeck beta software. I did this by efficiently and optimally outputting desired results in all experiments by leveraging distance tracking math operations and object-oriented design concepts in C#. Version control was handled through Git. This was a full time Co-op for me during the fall 2021 semester, and was part… Show more I researched how walking patterns are affected by different visual stimuli by engineering a largely self-directed software in Unity to experiment with virtual reality and Infinadeck beta software. I did this by efficiently and optimally outputting desired results in all experiments by leveraging distance tracking math operations and object-oriented design concepts in C#. Version control was handled through Git. This was a full time Co-op for me during the fall 2021 semester, and was part time work until August 2023. Show less

    • United States
    • Higher Education
    • 700 & Above Employee
    • Teaching Assistant
      • Sep 2022 - Apr 2023

      Rome, New York I have been a teaching assistant for multiple classes since I started graduate school in September of 2022. The first class I was a teaching assistant for was an intro 3D modeling class with the goal of teaching students how to use Maya to create optimized 3D objects and appropriate UVs/textures for those objects. This was done by assisting students to create basic models such as a chess set while emphasizing low polygon modeling techniques and best practices in game art production. The… Show more I have been a teaching assistant for multiple classes since I started graduate school in September of 2022. The first class I was a teaching assistant for was an intro 3D modeling class with the goal of teaching students how to use Maya to create optimized 3D objects and appropriate UVs/textures for those objects. This was done by assisting students to create basic models such as a chess set while emphasizing low polygon modeling techniques and best practices in game art production. The second class I was a teaching assistant for was an intro programming class that focuses on data structures and algorithmic problem solving. I did this by helping students apply object-oriented programming concepts to homework assignments and projects with an emphasis on encapsulation, inheritance, and polymorphism. This was done by introducing data structures, algorithms, exception handling, and design patterns that are relevant to the construction of game systems using C#. The third class I am currently a teaching assistant for is a second year programming course where students explore topics in math and physics by building programs that simulate and visualize processes in the natural world. This is being done by teaching students the basics of the Unity game engine while also reinforcing their object-oriented design skills in C# and their fundamental linear algebra skills. Show less

    • United States
    • Higher Education
    • 700 & Above Employee
    • Gameplay Designer/Programmer
      • Jan 2021 - May 2021

      New York, United States I self-taught Unreal Engine’s blueprint visual scripting system through online tutorials to contribute to the development of multiple gameplay systems within an in progress game by utilizing analytical thinking skills. I did this by communicating design decisions and development progress for a level in Unreal Engine and managing version control through Perforce by working collaboratively in a team of four. All version control was handled through Perforce.

Education

  • Rochester Institute of Technology
    Master of Science - MS, Game Design and Development
    2018 - 2024

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