Resume

Kent A Pasquino
1 Washington Ave Bldg 9-1B
Morristown, NJ

Education

Drexel University,  Philadelphia, PA
Graduation: June 2013
Bachelor of Science in Computer Science
Concentration: Game Design

What I Can Do

Programs: Visual Studio, Rider, Animate, Photoshop, Unity, Unreal, Perforce, Jira, Code Collab, Swarm, HeidiSQL
Languages: C++, Lua, Actionscript, Python, C#

Previous Work Experience

Project Dagger – People Can Fly
Senior Gameplay Programmer
July 2021 – present

  • Handled implementing/upgrading a variety of player traversal features incl: Wall running, Rail Grinding, Slope Sliding, and many others.
  • Worked with various Unreal systems, integrating newer 5.0 features such as Enhanced Input and Significance Manager.
  • Employed various techniques to properly replicate player state between client and server.

Elder Scrolls Online – Zenimax Online Studios
UI Programmer August 2015 – April 2019
Gameplay Programmer November 2019 – July 2021

  • Created a system that allows players to mark paths with speeds and wait times that NPCs in houses can traverse.
  • Extended existing functionality of player houses with ability to undo/redo any player action and allow players to parent furniture together for easier editing.
  • Developed the guild finder system, dividing tasks between engineers,    creating the AI to determine guild fitness, and helped redesign the initial system vision.
  • Solved problems throughout the majority of the code base: UI, client, server, and    database.

Doom Eternal – Id Software
Programmer May – October 2019

  • On loan from ZoS to help complete production, working remotely using interoffice communication programs to coordinate.
  • Refactored majority of Demon UI for Battlemode and Invasion, showing updated artwork and animations, and created a system for generic demon abilities to show on the HUD.
  • Implemented final Slayer HUD visuals and hooked up functionality of equipment and runes UI.
  • Worked closely with various teams, such as UI art, gameplay, network, and monetization, to implement features and fix bugs.

Bad Dinos (Mobile) – Insomniac Games
UI Programmer September 2014 – January 2015

  • Created custom tools and pipeline using Adobe Flash for implementing animated artwork into the Flash-based game engine.
  • Worked under tight time constraints to finish the project.
  • Partnered with artists to optimize ingame cutscenes for mobile.

Outernauts (Mobile) – Insomniac Games
UI Programmer July 2013 – September 2014

  • Worked on a small team creating the sequel for mobile platforms.
  • Responsible for core UI technologies created for scrolling the world map and monster lists, action bar for interacting with buildings, and money collecting animations.
  • Ported over the event-driven Achievements system from the previous game and modified it for new game mechanics.