ANDREW RUDASICS
Game & Tools Programmer
SELECTED WORKS
EA Sports College Football 26
Software Engineer
Iron Galaxy Studios
09/2024 - 06/2025
Technologies Used: C++, ActionScript, Proprietary Engine
Platforms: Xbox Series S/X, PlayStation 5
Embedded as part of the Modes team, which is responsible for Dynasty and Road To Glory game modes, my primary responsibilities included working with design to implement the new High School experience, in which the player progresses through a series of in-game challenges to boost their recruiting score and get noticed by colleges.
My role on this project was very broad, encompassing various backend, simulation, UI, and memory-related tasks and bug fixes. A major contribution included a new generalized notification system for events that occur during the season. This system enabled designers to create new notifications for events like receiving scholarship offers or breaking records, without the assistance of an engineer, which would have been required previously.
Tony Hawk's Pro Skater 3+4
Tools, Gameplay, Dev-Ops Engineering
Iron Galaxy Studios
08/2023-09/2024
Technologies Used: C++, Unreal Engine 4, Python, C#, Batch/Shell scripting, HTML/CSS
Platforms: PC, Xbox One, PS4, Xbox Series X/S, PS5, Nintendo Switch
My primary role on THPS 3 + 4 was to establish and maintain our automated performance testing pipeline. Using Unreal's Gauntlet system, I created tests to collect profiling data, process and analyze the results, and upload and notify relevant parties of regressions.
In addition, I spent a lot of time working with artists, designers, and producers to develop tools that streamline their workflows. I implemented Unreal widgets to automate the creation of necessary data assets for create-a-skater pieces. I also implemented automated jobs to capture in-engine screenshots of create-a-skater assets and generate HTML reports sorted by brand, making reviews by external brand partners more accessible.
For gameplay contributions, I worked extensively on refining controls and UI for photo mode, fixing many bugs in blueprint logic, and ensuring proper image capture across our platforms.
DRIFTY THRIFTY
BANG BANG
Engine Programmer, Tech Artist
DigiPen Institute of Technology
09/2022 - 04/2023
Game built in custom engine using C++ and OpenGL
Technologies Used: OpenGL, C++, Blender, Python
Contributions:
Engine graphics pipeline and BRDF materials system
Prefab exporter and level builder tools for Blender with Python
Engine resource loading and management systems
Shadow mapping
Level design and creation
Modeled and textured all 3D assets in game

OPENGL RENDERER
Graphics Programmer
DigiPen Institute of Technology
09/2021 - 04/2022
C++ and OpenGL project showcasing multiple graphics algorithms
Technologies Used: OpenGL, C++
Advanced features include:
Deferred Rendering with local lights
Moment Shadow Mapping for directional lights
Image Based Environment Lighting using Spherical Harmonics
Real-Time Reflections
Cascaded Shadow Maps


J-POD
Lead Programmer
University of Washington
01/2018-06/2018
Technologies Used: C#, Unity, Maya
An interactive and educational virtual reality experience where
the player embodies a whale
Developed with Unity for the Oculus Rift
Lead engineer for player movement, audio, and animation
Managed a team of engineers and artists, conducted code and art reviews, established and documented asset pipeline processes


STRANDED IN SPACE
Programmer, Level Designer
University of Washington
04/2019-06/2019
Technologies Used: C#, Unity, Haxe
A physics puzzler game in the zero gravity environment of outer space
The player must use objects in the scene and their knowledge of physics to navigate back to the airlock
Made in Unity for online deployment using WebGL
Software Engineer and Level Designer

VR HOME RUN DERBY
Programmer, Tech Artist
University of Washington
03/2019-06/2019
Technologies Used: C#, Unity, Blender, Substance Painter, Substance Designer
A virtual reality baseball game that defies the laws of physics
Multiplayer batter vs pitcher mode
Swap between multiple balls for different types of exaggerated pitches.
Features many minigames including home run derby, batting and pitching practice, target practice, and zombie defense.
Made in Unity for Oculus Quest
Software Engineer for gameplay, interaction, scoring, and animation


VR IN PRISONS RESEARCH
Software Engineer
University of Washington
01/2019 - 06/2019
Technologies Used: C#, Unity, Blender, Photoshop
A virtual reality application for the Washington State Department of Corrections to assist with inmate reentry programs
Utilizes VR to introduce new technologies that an inmate has not been exposed to during the course of their sentence, technologies that have become commonplace in daily life
Made in Unity for Oculus Quest
Software Engineer for interactions


THE TYRANT VR
Programmer, Animator
University of Washington
01/2017 - 06/2017
Technologies Used: C#, Unity, Maya, Substance Designer
A virtual reality adaptation of The Tyrant, an animated short film from UW Animation
Made in Unity for Oculus Rift and Vive
Distributed as 3D stereo video for YouTube VR
Software Engineer for graphics, animation and crowd simulation





ABOUT ME
Hi I'm Andrew, a software engineer specializing in tools and game programming. I've got three years of industry experience under my belt, including three shipped titles (Apex Legends, Tony Hawk's Pro Skater 3+4, EA Sports College Football 26) from my time at Iron Galaxy Studios. I've also been working on games in academic and hobbyist settings for over ten years.
I started learning to program games in high school after learning 3D modelling in Blender. I went on to get my Bachelor's in Computer Science from the University of Washington, where I participated in the year long Animation Capstone project. Through the capstone I got a chance to work in VR as a part of an educational grant from Oculus, and I ended up working on 3 different student VR productions. That also led to my work as a teaching assistant for AR/VR, animation, and technical art classes.
After finishing my Bachelors I worked as a software engineer contractor for a couple different companies, mainly focusing on tool and prototype development, before attending DigiPen. I graduated with a Master's in Computer Science from DigiPen Institute of Technology with a concentration in Computer Graphics.
As a gameplay engineer I love to work with diverse teams of amazing people to make compelling interactive experiences. As a tools engineer I like to enable my teammates to do their jobs more efficiently, and make the process of game and software development as smooth as possible for everyone involved. I think my vast exposure to all areas of game development makes me particularly suited to work and communicate across disciplines. It's my goal as an engineer and a gamer to always be exposed to new tech and experiences to that I can continue to improve.












































