Résumé

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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 — Current
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