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.