Chase Wenner
Gameplay Engineer
Skills
Languages
C
C++
C#
Python 
Java Script
Java
Front End
React 
CSS/Less/Sass
Canvas
Html
Redux
Hooks
Material UI
Form IK
Redux Forms
Google APIs
Back End
Node.js
Django
Kenex
Express
PHP
Ruby
Data Base
SQL
Postgres
Mongo DB
JSON
XML
CLI
Bash
Cmake
GIT
SVN
Applications
Unreal
Unity
Blender
Adobe Photoshop
Adobe Illustrator 
Maya
3d Max
Summary

Highly experienced software engineer with deep problem solving skills with quick and adaptive learning style, and experience on diverse teams. Five Plus years in C, C++, C#, and python. Built multiple applications using Java, Javascript, and HTML.

Employment
Cure Interactive
Lead Gameplay Engineer
Jan. 2019 to Current


Rival Games
Project Lead Developer
Jan. 2013 to Mar. 2016


Projects
Super Volito - Cure Interactive
Nov. 2019

Hovercraft Prototype game using real world formulas to create and exciting strategic, racing game. 

Unreal | C++ | Blueprints | Blender | GIT

  • Worked on a team of 4 to deliver a well-rounded prototype with in 1 year. 
  • Worked with a combination of blueprints (a C++ node based visual language) and C++
  • Used waterfall method, we mounted issues, features, and bugs, assigned in a biweekly "sprint"
  • Released monthly demos to our alpha testers for download using a custom auto download script (bash).
  • Final Product included 3 maps, checkpoint System, and personal best time tracker for each map.


Personally Delivered:

  • Designed  Created, Maintained hovercraft using real world physics with custom correctional scripts
  • Used physics to create a stabilization algorithm which predicted the deviations in the surface
  • Created air resistance algorithm using real world formula based on the rotation of the craft to its velocity.
  • Added "Hover Force" to resit the acceleration of gravity as it detected the ground.
  • Adapted formulas to omnidirectional gravity that could change at any time.
  • Created Trees using Tree it, importing, creating custom shaders, and placement in would. 
  • Used sequencer to create animation to be used as promotional material. 
  • Created Checkpoint system which allowed for multiple checkpoints of the same Id, for multipath design.
  • Created, Maintained and Trained people on Unreal's multiplayer system to future proof our product.


Continental Random Map
May 2018

Personal Project Creating a continental level random map generator using voronoi graphs.

Unity | C#  | Javascript | Canvas | GIT

  • Used a technical document on map generation worked to create similar result in Unity.
  • Created adapted and modified formulas to create a less island based generation
  • Created a "rainfall" algorithm to predict how rivers and lakes form
  • Created coastal degradation algorithm allowing island to continental to archipelago outputs
  • Added Multithreading for generation with organized options for various optional parameters
  • Created custom pixel level draw functions to draw all N-gon style shapes.
  • Converted code from C# to canvas for web viewing
  • Created custom Math libraries in Javascript to replace Unities libraries

Rival Game Engine
Mar. 2016

Added features to help optimize and improve the flexibility to editor creating more flexibility.

Tesseract: Cube Engine | C++ | GLSL | OpenGL | SDL | Bullet Physics Engine | GIT

  • Worked with other community members to create a better level editor
  • Worked with code for bullet engine integration debugging and fixing mathematical problems.
  • Removed default doom 2 style planar physics to allow for Bullets full axis Physics.
  • Removed old world editor code converting from C style COP to OOP
  • Added Angel Script to engine integrating into the current CLI
  • Updated the world editor to allow each "Node" to have a set of Angel Script Class data with standard update render init and awake, event functions.
  • Added various math, physics, and basic engine functionality for use in script.
  • Created a Serializer which captured the world at a state and saved it in an index style byte buffer, creating a structured Tree of class and data store for each "Node" for saving game states and map level saves.
  • Added code to allow users to create Multiple Octotree vertex array lists allowing for multiple editable meshes on the same map.