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ANDREW RUDASICS

Gameplay & Tools Programmer

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SELECTED WORKS

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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.

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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.

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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

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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.

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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

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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

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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

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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

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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

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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

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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

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CONTACT ME

(206) 605 6896

  • LinkedIn
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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.
 

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©2026 by Andrew Rudasics.

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