Nikkolas Golesh

Senior Programmer at AREA 35, Inc.
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Location
Seattle, Washington, United States, US

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Experience

    • Japan
    • Computer Games
    • 1 - 100 Employee
    • Senior Programmer
      • Jan 2023 - Present
    • United States
    • Media Production
    • 1 - 100 Employee
    • Senior Software Engineer
      • Jan 2022 - Present

      Primary gameplay programmer on untitled indy Unity Engine title Primary gameplay programmer on untitled indy Unity Engine title

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Senior Software Engineer
      • Apr 2021 - Jul 2022

      Tech Lead - Manage code base and dev team for unannounced Unreal Engine title Tech Lead - Manage code base and dev team for unannounced Unreal Engine title

    • United States
    • Entertainment Providers
    • Software Engineer
      • Apr 2016 - Apr 2021

      Software Engineer on Shipped title Disintegration made in Unreal Engine 4*Worked with design to provide editor tools and gameplay objects used to create the interactive levels of Disintegration.*Event system to augment the Actor/Interface/Component model of Unreal.*Operator system to script gameplay in missions.*Objective system editor tools for interfacing design with the Operator system.*Objective system HUD view for the players to outline mission objectives based on the levels scripted logic.*Unit Chatter System for dynamic AI audio responses based on gameplay events with a complex priority system based on the listening player and their team affiliation to the chatting entity.*Mission Dialogue system for design scripted unit chatter to interface with and override the priority system.*Checkpoint system to quickly reload and reset player progress and restore states of all gameplay objects, operators, and actors within mission after failure.*Broadcasting State Machine for easy to create, respond to, and control state flow for any state machines we needed to for the project.*Smart object systems for entity interactions.*Numerous custom gameplay objects for various mission types.*ActorLifecycle component for controlling the lifecycle of an actor according to our designs.*Gameplay Object Component for creating an interface for design to construct and manage their own gameplay objects with blueprint scripting language so they could create custom objects without breaking mission design and minimal engineering oversight.*Difficulty Manager for changing the desired difficulty gameplay though attribute modification.*Actor Query System for easy access for design to find actors they wished to interface with with level scripting.*Spawning, Spawn Controllers, Spawn Management.*CustomTagComponent, GameplayTagComponent, LevelCinematicsActor, PawnArrangementComponent, Show less

    • Software Engineer
      • Jan 2015 - Mar 2016

      Software Engineer on Unity Prototype for Disintegration for publisher pitch.*Event System to augment the component based design of Unity*Mission operator system used to script gameplay through missions.*Unit Chatter system for entity audio response to gameplay events.*Gameplay systems.

    • United States
    • Defense and Space Manufacturing
    • 700 & Above Employee
    • Airborne Surveillance Technician
      • Oct 2005 - Oct 2009

Education

  • Digipen Institute of Technology
    Bachelor of Science (BS), Computer Science and Real Time Interactive Simulations
    2011 - 2015

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