About Luke Mayo:
Detail-oriented Software Engineer with progressive experience in product development workflow. Analytical problem-solver with a wide breadth of experience, and a history of porting code. Experience ranges the full stack from front-end UI to back-end logic, in a variety of programming and scripting languages. Employs OOP practices to ensure code is decoupled and extendable, building the company’s codebase and saving time. Results-driven and always pushing for improvement. Loves deciphering old code, handling legacy tools, and engaging ancient systems. Strong communicator, and collaborative team player, who is committed to building code that is clean, readable and reusable.
Experience
Disbelief - Game Development Studio February 2022 – October 2023
Programmer I: Sustaining Product Line and New Product Development
- Minecraft RenderDragon release (Custom Engine, C++, RenderDragon, RenderDoc)
- Low-level graphic enhancements, performance improvements
- Transparent rendering, UI, cascading
- VR First Person Shooter (yet to be announced) for the Quest2 Console (UE4, C++, Blueprint, Android)
- Solved issues through investigation, design review and Blueprint Script Nativization
Playmake - Indie Game Development Studio August 2020 – December 2021
Gameplay Programmer: Sustaining Product Line and New Product Development
- Murder Party on mobile and PC (Roblox Engine, Lua, Python Scripting)
- Solved system-wide issues
- Established UI front/back end, player awards, game state, billboard, player & combat systems
- Created commonly used plugins for workflow enhancements
- New market development, design and prototyping
- Developed a prototype that achieved top-of-the-platform retention
- Weekly customer reviews - improved day 1 and month 1 retention using analytics platform ‘Amplitude’
NetherRealm Studios April 2019 – December 2019
Junior Associate Software Engineer: Sustaining Existing Product Line
Mortal Kombat 11, 2D Fighting Game (UE3, C++, C#, TAP, Koretech, Base64, Qt, QML)
- Tool creation, refactoring, engine extensions, supporting primary development
- Ported Base64 network data tools, C++ to C#, class design and implementation
- 3D particle graphics enhancements, engine controls, skewed statistical (μ, σ) distribution
- Automated image processing (chrominance, luminance) pipeline
- Custom dashboards development using Vue.js components for web requests
Phosphor Studios November 2018 – February 2019
Software Engineer Intern: New Product Development
Days of Doom: Heroes United (UE4, C++, Blueprint, Playfab, Mobile)
- Class maintenance, Playfab implementation
- Blueprints enhancement, C++ reflection system to assist designers
Education
Bachelors of Science in Computer Science in 2020 with a GPA of 3.67
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