Andrew Gleeson


  • 5+ years of C++ programming experience
  • Languages: C, C++, C#, Java, ActionScript , UnrealScript, HLSL, GLSL, SQL, Objective-C
  • APIs & SDKs: Unreal Engine, Unity Engine, Maya C++ API, DirectX, OpenGL
  • Software: Visual Studio, Eclipse, XCode, SmartSVN, Perforce, Adobe Suite, Maya, RenderMonkey


    Full Sail University (2008-2010)
  • Bachelor of Science in Game Development; graduated class Valedictorian


  • TinyTempest (February 2013 - present)
    • Currently working on an unannounced game
  • Microsoft (April 2012 - present)
      Software Engineer - Xbox Entertainment Studios
    • Currently working on client infrastructure and tools for unreleased Xbox TV programs
  • EA Tiburon (March 2011 - March 2012)
      Software Engineer I - Madden Superstars
    • Constructed back-end server logic that validated store purchases, persisted player data, sent updates to the client, and prevented client-side exploitation
    • Collaborated with artists and designers to create front-end UI and gameplay features in Flash and AS3
    • Oversaw the creation of weekly promotions for and the maintenance of a live game
    • Utilized a variant of scrum to quickly release iterative feature updates and bug fixes
  • SAIC (November 2010 - March 2011)
      Engineering Intern - Mobile Internet Devices division
    • Researched and designed multiple ways of porting an existing iPhone app to new platforms
    • Refactored a server-based file distribution system for use with iOS, Android, and Windows Mobile

Student Project Experience

  • Kitchen Krashers (May - September 2010)
    An arcady curling game for up to 4 players
    • Software Developer, Designer
    • Created Maya exporters for level and collision data and then combined them into a single exporter to simplify the art pipeline and decrease level iteration time allowing more time to be spent polishing
    • Built a Sphere/OBB based collision system that allowed “stones” thrown to be persistent and active on the game board during all 4 players’ turns
    • Designed and tested the Freezer level from start to finish and assisted in designing the other two levels
    • Worked closely with artists to design and build most of the UI; including a 3D menu system and the HUD


[doc] [pdf]