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Greg Santo's Game Programming Portfolio
   
Resumé

[ my resumé can be downloaded at the bottom of this page ]

Greg Santo
www.gregsanto.com
Game Programmer
   
 
Professional Experience
2006-2010
Los Angeles, CA

Programmer

  • Designed and programmed an automated build system from the ground up, written in Ruby, that was used across multiple teams and which was used to ship two titles on three platforms localized across several regions
  • Designed and programmed a Content Management (CM) tool, written in C# and WinForms, which was used across the studio and which worked together with my automated build system
    • Managed builds for multiple platforms across multiple branches
    • Combined commonly-used tools into one program, including: X360 Watson, PS3 Target Manager, deploy and run functionality, synchronization between the server and the user’s console, and call stack capturing and logging
  • Designed and programmed a distributed auto test system for the Xbox 360 and PS3
    • The Auto Test Server (C# & WinForms) was responsible for distributing work to various Auto Test Clients, managing the pool of test consoles, gathering statistical data, and generating heat-maps and e-mail notifications
    • The Auto Test Clients (C# & WinForms) were responsible for grabbing the appropriate build (via the CM tool), distributing them to the appropriate test consoles, and ensuring the successful transfer of build data
    • Added game-side code to support various auto test features including various auto test cameras, data gathering, call stack and crash dump logging, and network communication with the Auto Test Server
  • Designed and programmed a program to help eliminate confusion caused by different disciplines (i.e. engineers, artists, designers, and production) working in various branches and using various versions of the same tools
    • Written in C# 3.0 and WPF for increased flexibility and robustness
  • Implemented various in-game systems to increase productivity
    • Computed checksums of all files at runtime to ensure that the build on the user’s console contained the appropriate files
    • Implemented various systems and their corresponding script (LUA) hooks to increase the productivity of the designers
    • Involved in the overall cleanup and restructuring of script-side systems and transferring some of these systems to the code-side
2005
Morristown, NJ

Freelance ActionScript Programmer

  • Designed and implemented entire class structure and program layout for two professional games for the Dunkin' Donuts website flavorology.com
  • Worked closely with three other team members (project manager, artist and database programmer)
  • Scheduled milestones and timelines for the artist so all assets were ready when needed
  • Exercised creative control over the dynamics of the gameplay, including physics-based collision detection and response between the player's object and the other items in the game
Research
2005 - 2006
Rutgers University
(The Village)
New Brunswick, NJ

Sports Game Announcer Research (NHL 2004)
Create a more realistic announcer for EA's NHL 2004

  • Organized, understood, and fully documented professional source code for a large-scale video game that was provided as-is by Electronic Arts
  • Gained real-world experience by working with a team of 9 - 12 people to design and organize the structure for our new announcer
  • Developed experience programming with more than one person at a time (extreme programming)
  • Improved documentation skills by writing lengthy documentation that could be understood by the experienced programmer and the layman at nearly the same level
  • Utilized professional products including Microsoft Visual Studio .NET 2003, CVS, Latex, Matlab, and more
Education
2003 - 2006
New Brunswick, NJ

Bachelor of Science in Computer Science
Minor in Philosophy

  • Completed all necessary requirements for a Bachelor of Science Degree in Computer Science from Rutgers University
  • Studied a course in Computer Graphics where I was taught state-of-the art techniques including programmable shaders in the GLSL (GL Slang) language
  • Participated in a research project on creating a more realistic announcer for sports video games. The project will last an additional year, unfortunately I will have already graduated before the project is completed
Language Experience
Libraries & APIs
Program Experience
  • C & C++ (7 years)
  • C#
  • Assembly (x86)
  • Java
  • Lua
  • Ruby, Perl, JavaScript
  • ActionScript
  • Basic
  • PHP
  • SQL
  • DirectX
  • OpenGL
  • WinForms & WPF
  • Havok
  • X360 and PS3 Debug APIs
  • Win32 API
  • MFC
  • SDL (Simple DirectMedia Layer)
  • XNA
  • Visual Studio 2005 & 2008
  • ProDG
  • 3D Studio Max
  • Maya
  • Adobe Photoshop 7.0 & CS
  • Macromedia Flash MX 2004
  • Macromedia Dreamweaver MX 2004
  • Matlab


Downloads

Resume.pdf - This is a PDF version of my resumé. It has a nice easy-to-read format and is excellent for printing.
NOTE: You will need Adobe Reader or a similar PDF program to view this file.

Resume.doc
- This is a Microsoft Word version of my resumé.
NOTE: You will need Microsoft Word to view this file.
   
Copyright © 2006 Greg Santo