Resume

David Koloski

Software engineer, game designer, and web developer.

Experience

Unreleased Project

November 2018 - Present

Vicarious Visions, Albany NY

I'm currently working at Vicarious Visions. More project details when they're publicly available.

Spyro Reignited Trilogy

August 2018 - October 2018

Vicarious Visions, Albany NY

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

August 2017 - May 2018

Angelo Ventresca Associates, Montrose PA

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

July 2017 - August 2018

October 2018 - November 2018

Vicarious Visions, Albany NY

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

March 2016 - June 2017

Vicarious Visions, Albany NY

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

March 2015 - December 2015

Vicarious Visions, Albany NY

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

August 2013 - December 2016

RPI, Troy NY

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