Resume

David Koloski

Software engineer, game designer, and web developer.

Experience

Open-source Rust

I do a lot of open-source work on and in Rust. Some of the highlights:

Rust on Fuchsia

I'm currently working at Google on the Rust on Fuchsia team.

Unreleased Project (Robot Entertainment)

I worked at Robot Entertainment on a canceled project. I did most of my work on building a realtime, scalable dungeon generation system. The PGC algorithm was initially written in Rust, then C++. Both versions were integrated into UE4 so that artists and designers were able to interact with the system through the editor UI.

Orcs Must Die! 3

I worked on Orcs Must Die! 3 with a team of around six other programmers. Transitioning onto the team, I worked primarily on UI. As the project progressed and we worked more closely with Stadia's hardware, I took on the graphics engineering work needed to get UE4 up to par with Google's technical requirements. Along with the graphics engineering work, I also led the charge on a number of nasty bugs that came up along the way.

ReadySet Heroes

I worked on ReadySet Heroes and a DLC update that was released a few months after launch. Along with working on a wide variety of tasks over the life of the project, I owned the UI and graphics/optimization. This was my first experience as part of the core team on an Unreal project, and I learned the engine architecture and workflows.

Unreleased Project (Vicarious Visions)

I worked on an unreleased project at Vicarious Visions, with a focus on graphics engineering for mobile. Unfortunately I'm not sure what came of it.

Spyro Reignited Trilogy

I helped Toys For Bob and Sanzaru Games finish the Reignited Trilogy during its final stretch. I was primarily tasked with implementing and maintaining a Spyro 3 minigame, and also helped out more generally fixing bugs and implementing features. I gained more experience using Unreal Engine 4 in a professional setting and got the opportunity to help close another project.

Angelo Ventresca Associates

I built a new website for Angelo Ventresca Associates from the ground up. The client wanted to move to a more modern design with a focus on ease of navigation and mobile compatibility. I worked closely with them to design the site, write the content, deploy the finished product, and update their index in relevant search engines.

Destiny 2

I worked on two main projects in the Destiny franchise. The first project managed integrating the Blizzard Launcher into Destiny 2 for the PC release. I worked with protobuf and helped write a lot of the networking code related to rich presence. Later, I worked on content creation tools in C# that integrated tightly into Autodesk Maya and 3DS Max. On this project, I was the platform owner for Maya and helped steer the development philosophy of the tool toward a strong MVVM architecture.

Crash Bandicoot N. Sane Trilogy

I was one of four engineers to work on the N. Sane Trilogy from start to finish, and one of three gameplay engineers on the project. I gained experience working with Vicarious Visions's proprietary Alchemy game engine and worked in many diverse areas including audio, visual scripting, physics, input, and control feel. I gained expertise with the audio engine, and implemented support for multiple PS4 trophy packs as well as all trophies in the game.

Guitar Hero Live

I worked in collaboration with FreeStyleGames to bring iOS and apple device support to Guitar Hero Live. This was my first foray into professional game development, and I learned a lot about the basics of being a part of a team and engineering practices. I worked with a wide variety of apple devices and learned how to properly develop for them.

Rensselaer Polytechnic Institute

I atttended RPI for three and a half years, earning Bachelor's degrees in Computer Science and Game and Simulation Arts and Sciences. I graduated Summa Cum Laude with a 3.99 GPA. During my time at RPI, I worked with the Rensselaer Center for Open Source (RCOS) and developed open source software over the summer of 2014.

Hard Skills

Languages

Game Engines

Graphics APIs

Web Development Frameworks

Version Control

Soft Skills

Contact