JOSH WEHRLY joshwehrly.com josh.wehrly@gmail.com (810) 623 - 4165 721 10th Ave E Seattle, WA 98102 SUMMARY Passionate game developer with experience shipping multiple AAA titles and an award-winning independent game project, particularly excited by computer graphics and content pipeline development. SKILLS Strongest Programming Languages: C++, C#, HLSL Libraries / Tools: 3DS MAX, Direct3D II, FBX SDK, Git, Team Foundation Server, Unity3D, WPF, XNA Skills: Strong 3d math skills, strong interdisciplinary communication skills INDUSTRY EXPERIENCE Microsoft Studios, Software Development Engineer in Test Sunset Overdrive Independently drove data analytics for Sunset Overdrive test team by building a system for generating on-demand, custom reports from half-terabyte telemetry data set. Collaborated with partners at “Insomniac Games” to customize and maintain Team Foundation Server work item database composed of 50,000 bugs and tasks, keeping workflows efficient and both studios in-sync. Ryse: Son of Rome May 2012 – August 2012 Wrote and executed test plan and manual test cases for multiplayer maps and game modes. Redesigned internal C# automation framework to allow inexperienced C# developers to safely write custom extensions needed for each game title, expanding the audience of potential automation developers by 2 times. SIDE PROJECTS Chimera, Chief Developer August 2013 – December 2013 Led team of 2 QA testers on “SmartGlass” companion app, made use of bugs and close collaboration with artists, designers, developers, and producers to drive quality and completion in time for launch of Xbox One. Assumed leadership for Microsoft Studios Games Test Organization on Xbox One content update, streaming install features in preparation for launch of Xbox One. Gears of War: Judgment, Intern Redmond, WA December 2013 - Present November 2012 – May 2013 Collaborated with 3 developers to build Chimera, a 3D puzzle-platformer about combining animal body parts to create creatures with unique abilities and winner of the 2012 University of Michigan Computer Games Showcase using C#, XNA, HLSL during five week senior design project. Independently developed renderer and content pipeline with APIs exposed to other developers, implementing features such as shadow maps, skeletal animations, and toon-shading. Continued working after the senior design class with 2 developers to extend game systems to create level editor for rapid level creation, individually contributing terrain heightmap displacement, terrain texture splatting, entity transformation gizmo, level serialization, in-game level change loading, as well as UI features. EDUCATION University of Michigan Bachelors of Science in Engineering, Computer Science Ann Arbor, MI May 2013