<Downloadable version: mgawalek_resume.pdf>

5313 Village Park Dr. SE
Apt 1822
Bellevue, WA 98006
Email: matt.gawalek@gmail.com
Cell: (217) 979-1319
Website: jumpjets.net
Matthew L. Gawalek

Employment
History
2014 - Present
Senior Software Engineer
Fun Bits Interactive, LLC.
Senior gameplay engineer on medium-sized development team, working directly with all disciplines. As a senior level developer, I am responsible for managing entire gameplay systems from initial draft through final implementation and iteration.

2007 - 2014
Senior Software Engineer
Deep Silver Volition, LLC.
Worked on a large team to create AAA-caliber games. Interacted directly with all disciplines to develop ideas and concepts into functional systems, tools, and content. Was responsible for designing, implementing, and debugging systems. Focus on gameplay, UI/UX, and tools.


Credited
Roles
2014 - 2015
Senior Gameplay Engineer
Fat Princess Adventures (2015)
Worked closely with other disciplines, especially designers, to engineer core gameplay systems and unique gameplay mechanics. Heavy emphasis on combat systems, character states, scripting. Highlights include programming an attribute system to handle all weapon abilities and character status afflictions, implementing primary player classes, and most of the game's boss encounters.

2013 - 2014
Senior Tools Engineer
Unannounced Project
Developed internal tools to take advantage of the increased hardware capabilities of "next-gen" consoles and improve productivity and quality. Heavy emphasis on UI/UX.

2011 - 2013
Senior Gameplay Engineer
Saints Row IV (2013)
Collaborated with designers and artists to craft entertaining story missions from initial designs and prototypes to the final shipped versions. Highlights include climbing a rocket mid-flight, piloting a space ship on a linear rail, and battling a building-sized enemy.

2009 - 2011
Gameplay Engineer
Saints Row: The Third (2011)
Focused on developing "custom" missions, which required programming specialized systems and coordinating with multiple disciplines to create memorable moments of gameplay, including a gun battle while skydiving, piloting a free falling tank, and a "professional" wrestling sequence.

2007 - 2009
UI Engineer
Red Faction: Guerrilla (2009)
Supported the UI art team as the sole UI programmer. Responsibilities included writing code/script to drive UI screens, managing localization, backend support, and acting as point-of-contact for technical UI discussions.


Education
2007
Bachelor of Engineering, Computer Engineering
Missouri University of Science and Technology


Computer
Skills
Languages: C/C++, Java, Lua, Python, HTML/CSS
Platforms: Xbox 360, PS3, PS4, PC (32-bit/64-bit)
Software: Visual Studio, Havok, Perforce, PS4 Razor, Hansoft, Unreal Engine 4