Jon Olson
            Web: Feyd.net
          
          Objectives
- Creating gameplay systems, engine systems, and tools to expedite production for others
 - Interests in entity component systems, procedural generation, and math heavy subjects
 
Experience
            Warner Bros. Discovery — Monolith Productions
            Kirkland, WA
          
          May 2022 — Apr 2025
          Senior Gameplay Engineer on Wonder Woman
          
          - Owned cinematic engineering; supporting procedural and scripted content
 - Designed and created an in-game live editor tool and audition tool for cinematic content
 - Collaborated with content creators in creating and expanding features
 - Worked with other engineers to improve workflow for the team
 - Served as PC-player advocate in platform and feature planning
 
            Microsoft — 343 Industries
            Redmond, WA
          
          Apr 2019 — May 2022
          Narrative Systems Engineer on Halo Infinite
          
          - Member of a two-person engineering team under the Narrative Director, creating new systems and improving existing ones
                
- Generating dynamic and seamless transitions into and out of cinematics
 - Designing and creating a method of diegetic feedback for players
 - Implementing haptic feedback support for cinematics
 - Enabling designer control over player restrictions
 
 - Collaborating with multiple teams to flesh out narrative scripting interfaces
 - Integrating recording systems of cinematics for review, quality assurance, and marketing
 - Creating narrative behaviors specific to cooperative play
 
            ArenaNet, LLC
            Bellevue, WA
          
          Jan 2015 — Mar 2019
          Gameplay Programmer, Engine Programmer on Guild Wars 2 / Unannounced
          
          - Championed increased accessibility in player created waypoints
 - Supported designer efforts with new features including scriptable actions and player skills
 - Major contributor to building a fully native macOS client
 - Collaborated with designers to further game concepts and designs
 - Interacted frequently with community managers to interpret customer reported issues
 - Primary participant in public relations to players from the engine team
 - Designed and developed saving and loading gameplay systems
 - Built a tool to facilitate work in Houdini -- created bounding boxes around geometry
 - Updated character selection screen themed around the game's first expansion
 - Designed and built a character skill based on concept animation
 
Sep 2014 — Jan 2015
          Gameplay Intern on Guild Wars 2
          
          - Developed new and updated existing UI elements for various features
 - Built restriction logic for the Play For Free feature set
 
Education
2011 — 2014
          DigiPen Institute of Technology
          
          Master of Science in Computer Science
          2006 — 2011
          University of Memphis
          
          Graduated Magna Cum Laude
          
          Bachelor of Science in Computer Engineering, Electrical Engineering, and Mathematics