Hi, I’m Andi
LinkedIn: https://www.linkedin.com/in/andiren
E-mail: andiren777@gmail.com
Phone: (206) 734-7001 | Los Angeles, CA
Education
University of Southern California (Graduation May 2022) - “#1 Game School” rated by The Princeton Review
M.S in Computer Science: Game Development (GPA: 3.82)
University of Washington(Sep 2017 - Jun 2021)
B.S in Informatics: Data Science (GPA: 3.78, Dean’s List)
Skills
Programming and Scripting languages: C++, C#, Java, Python, JavaScript, Golang
Game Development: Game Engine and Graphics Renderers development, Unity, UE4, Blender, Adobe Photoshop, Adobe Illustrator
Productivity Tools: Davinci Resolve, Google software Suite, Microsoft Office Suite, Perforce Version Control, Git, Visual Studio, Visual Studio Code
Other Skill Sets: OpenGL, AI, Machine Learning, Full Stack web development, Data Science, and Data Visualization, UI/UX design
Softskills: Teamwork and communications, remote working, project management, AGILE, Concentric Game Development
Professional Experience
Tencent Games - Entertainment Researcher (Summer 2020)
Compiled online data and conducted focus group research on contemporary hit games, including Call of Duty: Warzone, Valorant, and Candy Crush to help Tencent find successful game design patterns and monetization strategies in the North American market. Report on COD: Warzone was considered of high quality by managers and fed to Tencent-owned studios
Generated data visualizations with excel and python using data provided by Tencent. Formulate user portraits to help them understand gamers in Canada. The report is taken into account Tencent’s market strategies in Canada
Hero Entertainment/Hero Games, a major game studio/publisher in China - Game Designer Intern (Summer 2018)
Took part in the major update development of multiplayer sandbox game Creation and Magic. The update saw a major jump in player numbers and a 300 percent increase in game store revenue
Majorly redesigned the game world, merging all three previously separate maps into one world space. Drafted new hub areas for players to build homes and communities, taking into account “feng shui”, and traffic designs
Improved developer tool for placing trees in the engine, adding randomized tilting of placed objects to make the result more natural
Designed a “Dragon” creature that serves as a rideable companion. Drafted the flying mechanics by taking inspiration from Skyrim, Just Cause 3, and Flappy Bird. The “Dragon” is one of the best-selling items and is responsible for the explosive increase in sales
Project Experience
Bloompunk - Roguelike fast-paced FPS in Unity - Gameplay and system Engineer(Summer 2022 - Present)
Set up an expandable and modular system for player character abilities using scriptable objects architecture
Create a flexible framework that can be used for Area Of Effect(AOE) abilities. The framework can be used for target locking and stealth detection
Consistently deliver features on time. Often over-achieve by creating versatile systems that can be used for other purposes. Never hold back production due to incorrect use of Version Control
Bloobo - Physics puzzle mobile game in Unity - Gameplay and Interaction Engineer(Summer 2022 - Present)
Implement new gameplay features, including a rail system for the ball to glide on
Set up a dialogue system for essential story dialogues and flavorful dynamic commentary based on player actions
Design and code new player interaction gadgets, transforming an originally PC-oriented game to be mobile-friendly
Oxygen Caliber - Physics action platformer in Unity - Game Designer and Engineer(Spring 2022)
Created a unique gameplay loop with three components – using recoil to move in a weightless environment, using oxygen as both a lifeline and ammunition and navigating through hazardous environments while being chased by an expanding supernova
Followed concentric development practice to create over 20 iterations of prototypes, and over 100 playtests. The playtests attracted a few project leads trying to recruit me for their game
Collaborate with Berklee School of Music Musician Justin Petrovych on creating dynamic soundtracks tied with gameplay.
Ray tracing and shadow map hybrid soft shadow - Academic project - Engineer(Fall 2021)
Wrote an algorithm that combines the benefits of shadow maps and raytracing in C++. The end product creates a believable soft shadow with better performance than ray tracing and produces no obvious artifact such as peter-panning or shadow banding
The algorithm can be used as an alternative to backface culling. The project is graded considerably higher than most peers
Game Engine Development projects - Academic project - Engineer(Fall 2022)
Implemented features such as frustum culling, and physics collision system in Prime engine, a basic game engine by Artem Kovalovs, written in c++