Steven Wenzke
Advanced Software Engineer at Warner Bros. Interactive Entertainment Inc.- Claim this Profile
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Topline Score
Bio
Experience
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Warner Bros. Interactive Entertainment Inc.
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United States
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1 - 100 Employee
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Advanced Software Engineer
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May 2014 - Present
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Senior Software Engineer
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May 2014 - Jan 2023
Burbank, California, United States
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Heavy Iron Studios, Inc.
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United States
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Computer Games
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1 - 100 Employee
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Associate Programmer
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Jul 2012 - Oct 2013
DISNEY INFINITY • Wii, Wii U August 2013 • Worked dual roles as both programmer and technical designer for the Wii • Implemented functionality to cap the number of loaded missions on the Wii to reduce memory footprint • Worked as a generalist programmer on many different issues for the Wii and Wii U platforms • Designed and implemented the Cars playset for the Wii, one of the six major areas of the game • Trained new designers on the tools and workflow process DISNEY’S… Show more DISNEY INFINITY • Wii, Wii U August 2013 • Worked dual roles as both programmer and technical designer for the Wii • Implemented functionality to cap the number of loaded missions on the Wii to reduce memory footprint • Worked as a generalist programmer on many different issues for the Wii and Wii U platforms • Designed and implemented the Cars playset for the Wii, one of the six major areas of the game • Trained new designers on the tools and workflow process DISNEY’S EPIC MICKEY 2 • Wii U November 2012 • Worked with rapidly changing SDKs to deliver a day one launch title for the Wii U • Implemented functionality for proper application shutdown by exiting every thread in the engine at any given moment • Created a priority queue system for Nintendo’s Error Viewer so that multiple errors could be handled correctly • Fixed threading issue with save file system where OS level threads were not properly terminated • Discovered threading issue with file handles in middleware for video playback • Implemented functionality for Nintendo’s Home Button Menu interface • Responsible for implementing and maintaining player input controls Overview • Shipped Disney’s Epic Mickey 2 for the Wii U and Disney Infinity for the Wii and Wii U platforms • Worked on an unannounced PC title • Ported the graphics renderer to iOS devices, including support for packing and loading textures into a PowerVR compressed DDS format Show less
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Lead Engineer
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May 2011 - May 2012
USC http://www.youtube.com/watch?v=ZtvbIYyRx74&hd=1 • Created a full-fledged 3D title in our own game engine in C++ • Responsible for the technical direction of the game: creating monthly milestones, creating weekly tasks for 15 engineers, prioritizing when a task should be worked on, reviewing the work of each engineer, etc. • Responsible for making the game playable in a cohesive world without having loading screens -- Designed and implemented a solution to seamlessly integrate asset… Show more http://www.youtube.com/watch?v=ZtvbIYyRx74&hd=1 • Created a full-fledged 3D title in our own game engine in C++ • Responsible for the technical direction of the game: creating monthly milestones, creating weekly tasks for 15 engineers, prioritizing when a task should be worked on, reviewing the work of each engineer, etc. • Responsible for making the game playable in a cohesive world without having loading screens -- Designed and implemented a solution to seamlessly integrate asset streaming --- Able to completely remove the graphics component from a game object from the scene graph, without destroying the physics component, so that the physics state could be saved and kept when the asset is streamed in -- Implemented level-of-detail techniques based on normal Euclidean distance switches as well as switching depending on what size the player is -- Reduced the poly count from our scene from 268k to 220k using professional tools with no fidelity loss • Implemented game reloading so that any scene can be easily reloaded within the game without having to exit the application • Created the art pipeline for figuring out how to incorporate assets from Maya and load them into our game engine • Created an in-game light editor for our artists so they could edit lighting on-the-fly and save it directly into a format for our engine, allowing us to completely bypass Maya for editing light values. • Implemented various gameplay functionality such as the checkpoint system as well as character death and respawning. Show less
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Intern
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Dec 2011 - Mar 2012
Working on an unannounced game title for iOS devices.
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USC Information Sciences Institute
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United States
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Research
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200 - 300 Employee
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Software Engineer
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May 2011 - Aug 2011
Marina Del Ray, CA Participated in DARPA's National Cyber Range project to produce autonomous agents with high fidelity computer behavior for large scale computer security simulations. http://ncr.isi.edu/
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LexisNexis
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IT Services and IT Consulting
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700 & Above Employee
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Product Manager Intern
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May 2007 - Aug 2009
Dayton, OH Summer 2009 • Created a more efficient organization of the TotalPatent Help System • Identified and compiled a list of 150+ searchable fields using the TotalPatent syntax by examining patent XML files • Managed the TotalPatent bug database by assigning severity levels and sending notices to appropriate teams • Performed data integrity tests to the Lexis.com database information checking against duplication Summer 2008 • Designed and completed a 100+ page user manual for… Show more Summer 2009 • Created a more efficient organization of the TotalPatent Help System • Identified and compiled a list of 150+ searchable fields using the TotalPatent syntax by examining patent XML files • Managed the TotalPatent bug database by assigning severity levels and sending notices to appropriate teams • Performed data integrity tests to the Lexis.com database information checking against duplication Summer 2008 • Designed and completed a 100+ page user manual for TotalPatent • Performed weekly system analysis on TotalPatent verifying system integrity Summer 2007 • Coordinated a worldwide beta test with over 50 major corporations for TotalPatent • Scheduled and participated in the training of over 100 beta test users on TotalPatent • Managed the TotalPatent beta test technical support system • Obtained, recorded, and reported market feedback from users of the TotalPatent beta test Show less
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NCR Corporation
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United States
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IT Services and IT Consulting
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700 & Above Employee
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Technical Services Intern
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May 2004 - Aug 2004
Dayton, OH • Worked with the Windows server team managing over 1000 servers • Setup and configured multiple servers according to corporate standards • Configured APC KVM switches to increase efficiency in remote management • Documented steps necessary to resolve security flaws found on multiple servers • Collaborated with global employees to schedule downtime and resolve security flaws • Compiled a list of scheduled tasks for over 500 servers to improve the efficiency of applying security… Show more • Worked with the Windows server team managing over 1000 servers • Setup and configured multiple servers according to corporate standards • Configured APC KVM switches to increase efficiency in remote management • Documented steps necessary to resolve security flaws found on multiple servers • Collaborated with global employees to schedule downtime and resolve security flaws • Compiled a list of scheduled tasks for over 500 servers to improve the efficiency of applying security patches Show less
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Education
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University of Southern California
Master of Science, Computer Science; Game Development -
The Ohio State University
Bachelor of Science, Engineering; Computer Science and Engineering -
Indiana University - Kelley School of Business
Bachelor of Science, Business; Computer Information Systems, Business Process Management, Operations Management