Andrew Martz
Online and Multiplayer Programming
[email protected] 214-673-0556
SKILLS
Languages: C++, C#, UnrealScript, ActionScript 3, Lua, XML, JSON, HTML/CSS
Technologies: Unreal Engine 4, Unreal Blueprint, Unreal Engine 3, Scaleform,
Platforms: Xbox One, PlayStation 4, Steam, Epic Games Store, Google Stadia
Software: Visual Studio, Perforce, JIRA, Confluence, Bamboo, Adobe Flash CS6, MS Office
Focus Areas: Multiplayer Innovation, Connected Experiences, Networking, Gameplay, User Interface Design, User Experience Design
WORK EXPERIENCE
Online Programmer at Gearbox Software (Frisco TX, 6 Years, June 17th 2013 to August 16th 2019)
Borderlands 3 – Online Programmer
Worked as an Online Programmer on Borderlands 3, a FPS game for Xbox One, PlayStation 4, Steam, Epic Games Store, and Google Stadia
Supported online features such as invites, friends lists, matchmaking, profile images, rich presence, sessions, and split screen
Ported Steam online subsystem from Gearbox’s version of UE3 to UE4
Implemented Friend Status System and Friend Event System on top of our peer to peer “Friends Mesh” technology
o Used modified Unreal Beacons to send reliable UDP messages for improved rich presence data and real time social notifications
o Implemented queueing and batching strategies to reduce network traffic
o Nearby Friends functionality allows players to see friends in relevant maps or mission they are currently playing
o Real time status of player’s class, gear loadout, skill tree, and challenge progress
o Real time XYZ location when viewing a friend in the map menu
o Support for requesting help from friends and setting your current status
Implemented in game mail system (Player to Player, Twitch Streamers, NPCs, and SHiFT mail)
Created client side interface for RESTful services relating to player mail as well as posting and fetching social notifications
Responsible for Asynchronous/Viral missions for use with Rare Spawn enemies
Implemented lost loot machine to ensure players do not lose earned gear due to network errors and other normal gameplay edge cases
Sole developer responsible for Player Pinging system
Added support for recently met and recommended players
Tuning, debug functionality, and other feature work on auto aim and bullet magnetism systems
Implemented gameplay modifier system used for Mayhem Mode and other unannounced features
Assisted in evaluating and integrating Epic Games Store online subsystem
Supported gameplay features for Stadia specific builds
Bug fixing and code support for online aspects of other unannounced social and hobby features
Created cheats and debugging features for online, social, and hobby features
Battleborn – Online Programmer
Worked as an Online Programmer on Battleborn, a FPS game with MOBA elements for Xbox One, PlayStation 4, and PC
Implemented the following RESTful web requests for the game client and dedicated servers to communicate with backend services:
o Requesting and configuring dedicated servers from Azure (Thunderhead)
o Rejoining matches in progress, reporting end of match results, and requesting previous match histories
o EULA acceptance flow, managing meta currencies, and retrieving player display data
Iterated on, extended, and debugged the following game systems:
o Player authentication, initialization, and startup process
o Frontend and lobby systems including invites, matchmaking, friends lists, map voting, and rejoining active games
o System settings and player profile save data
o Online presence system and title managed storage for Xbox One, PlayStation 4, and PC
o PlayStation 4 activity feed, controller sound, and light bar support
o Creation of a special press demo build
o Windows Error Reporting for dedicated servers
o Adding hooks for telemetry systems
o Firefighting related to “Must Fix” bugs for first party certification process
Using C++, Scaleform, and ActionScript 3; iterated on, extended, and debugged the following menus and UI systems:
o Options Menu, including the keyboard and gamepad controls screens as well as the speaker angles screen
o Frontend lobby screen iteration, also including private match, post-match, and match history screens
o Press Start Screen, Pause Menu, SHiFT Screen, message boxes, and hintbars
Programming Tutor (Plano TX, 9 Months, 2014)
Tutored a student from The Guildhall at SMU on C++ programming topics related to game development
Programming tutoring topics included: Graphics, Math, Physics, and 3DS Max Exporters
Andrew Martz
Online and Multiplayer Programming
[email protected] 214-673-0556
GAME DEVELOPMENT INTERNSHIPS
Game Development Intern at Robot Entertainment – Age of Empires Online (Plano TX, 6 Months, 2010)
Software developer for Age of Empires Online, developing for chat, UI, gameplay and tools
Participated in early play testing of Orcs Must Die
Gameplay Programming Intern at Muzzy Lane Software – Making History 2 (Newburyport MA, 3 Months, 2009)
Developed and added features for the Making History 2 videogame for PC
Worked closely with game engine to add gameplay features using C++, XML, Python, and JavaScript
GAME TECHNOLOGY PROJECTS
UDP Client Server System – Net Fox/Treads of Glory Online (Guildhall at SMU, 8 Weeks, 2012)
Developed UDP client server architecture used for multiple networked 2D game prototypes (Net Fox / Treads of Glory Online)
Supports matchmaking, lobbies, reliable messages, network traffic throttling, and timeout for non-responsive players or servers
Supports network prediction, dead reckoning, joining sessions in progress, and hosting dedicated servers
OGL / DX Agnostic 3D Game Engine - Equinox (Guildhall at SMU, 9 Months, 2012)
Developed an OpenGL or DirectX 11 agnostic game engine with robust math and collision libraries
Supports data driven game object components, skeletal animations, cloth simulation, Quake 3 BSP level loading, basic shadow maps,
Phong lighting, normal mapping, parallax mapping, proprietary scripting language, billboards, particle systems, springs, frustum culling
Scripting Language - Solstice (Guildhall at SMU, 8 Weeks, 2012)
Created grammar, lexer, parser, compiler, and virtual machine for a typeless scripting language based off of the Lua scripting language
Implements most major language features of the Lua scripting language and in many cases can run parse and run actual Lua code
TEAM GAME PROJECTS – THE GUILDHALL AT SMU
Voodudes - Programmer (6 Months, Team of 15) Food Feud - Programmer (5 months, Team of 7)
UDK - 3D Action-Adventure UDK – Networked Multiplayer CTF FPS
Featured project at Intel’s 2013 GDC booth Implemented dual wieldable weapons
Implemented the in game shop using Scaleform UI Built framework for designers to create classes and abilities
Became the school’s resident expert on Scaleform 4.0/AS3 Worked with UDK’s network replication system
TEAM GAME PROJECTS - THE ROCHESTER INSTITUTE OF TECHNOLOGY
Robo Assault - Lead/Programmer (10 weeks, Team of 15) Cloud Control - Lead/Programmer (10 weeks, Team of 7)
XNA & C# - Networked Third Person Shooter XNA & C# - Networked Multiplayer Video Game
Programmed networked gameplay, programmed UI, Wrote C# code for networked multiplayer flight combat
planned schedule, coordinated art and programming teams game
Designed and built feature rich lobby system Designed code architecture, planned schedule, set
milestones, created test plans
EDUCATION
Master’s Degree in Interactive Technology, Software Development (Plano, Texas, May 2013)
The Guildhall at Southern Methodist University GPA: 3.644 (4.0)
Bachelor of Science in Game Design & Development (Rochester, New York, May 2011)
Rochester Institute of Technology GPA: 3.5 (4.0) – Graduated with honors