Pat Bergschneider – Software Engineer

Email: patb [ at ] patb [ dot ] com
Resume Web Link:

2014 – Present
Shelvspace – Scottsdale, AZ
CTO – Shelvspace (iOS/Android/web)
– Developing software solutions for the consumer packaged goods industry
– Using Java, JavaScript, Objective-C, AWS, Git
– Hired as first developer, wrote initial versions of web, iOS, and Android clients
– Created iOS and Android build+test system using Github, Jenkins, and Slack
– Planned and executed zero-downtime service migration

2014 – 2014
Independent Development Group – Scottsdale, AZ / San Francisco, CA
Software Engineer – My Bus SF (iOS – Shipped 2014)
– Collaborated remotely with project designer using Google Docs and Hangouts
– Created continuous integration build system using Github, Jenkins, and TestFlight
– Integrated NextBus API to fetch MUNI vehicle times
– Used Objective-C, Git

2014 – 2014
GlobalMed – Scottsdale, AZ
iOS Developer – Unannounced Project (iOS)
– Developed app from initial napkin sketch concept through certification
– Integrated with GlobalMed’s cloud-based image storage system
– Used Objective-C, JavaScript, WebRTC, Git

2012 – 2013
Zynga – San Francisco, CA
Principal Software Engineer / Engineering Lead – Words With Friends (iOS/Android)
– Lead Android and iOS engineering teams
– Assisted with hiring and career development
– Implemented process changes to cut new hire ramp-up time
– Analyzed game metrics to assist in product-level decisions
– Worked with internal/external teams to drive results across Zynga apps
– Used Objective-C, Git
Sr. Software Engineer / Individual Contributor – Words With Friends (iOS)
– Developed client side features
– Participated in iOS group code reviews
– Built new game prototype with small group of WWF team members
– Used Objective-C, Unity, Git
Sr. Software Engineer / Individual Contributor – CityVille (Facebook)
– Developed gameplay features in both solo and team settings
– Created and maintained both client and server side code
– Managed and monitored release of new builds to the world
– Used ActionScript, PHP, Subversion, Git

2011 – 2012
Double Fine Productions – San Francisco, CA
Gameplay Programmer – The Cave (Xbox 360/PS3 – Shipped 2013)
– Worked with design team to implement and iterate on gameplay systems
– Implemented character functionality such as swimming and special abilities
– Used C++, Lua, Perforce
Gameplay Programmer – Iron Brigade DLC (Xbox 360 – Shipped 2012)
– Trained in Double Fine’s in-house, proprietary engine
– Contributed to game design decisions during planning sessions
– Assisted game designer with implementation of final boss battle
– Used C++, Lua, Perforce

2011 – 2011
THQ Digital Studios Phoenix – Phoenix, AZ
Programmer – Unannounced Title (iOS – Cancelled)
– Worked with small team as lead programmer on a Unity-based project
– Designed UI workflow with instant-launch to any game screen (menu-heavy game)
– Used Objective-C, Unity, Perforce

2010 – 2011
Enemy Airship – Tempe, AZ
Programmer – Shadow Physics (Xbox 360 – Cancelled)
– Developed tools with Game Designer and Lead Artist
– Provided code/script assistance for Game Designer
– Used C++, Lua, MaxScript, Subversion

2010 – 2010
2XL Games – Phoenix, AZ
Lead Programmer – Internal Prototype (PC/mobile – Cancelled)
– Worked on unannounced multi-platform title
– Collaborated with Lead Artist to develop artist-friendly pipeline
– Used C++, MaxScript, Subversion
Programmer – 2XL Supercross/Trophylite Rally (PC – Shipped 2010)
– Worked with team porting games from iPhone/iPod to PC
– Created front-end launcher application
– Updated configuration utility to support localization
– Used C#, Subversion

2008 – 2010
Coin App – Phoenix, AZ
Lead Programmer – Max Blastronaut (Xbox 360/PC – Cancelled)
– Created multi-threaded, cross-platform game engine
– Developed game logic, AI, physics/collision, UI, and rendering
– Supported integration of SSAO, crepuscular rays, and depth of field
– Assisted game designer in developing data-driven production pipeline
– Integrated custom in-game performance profiler
– Won 2nd place in Microsoft’s International Dream Build Play competition
– Used C#, HLSL, 3DS Max, Subversion

2006 – 2008
2XL Games – Phoenix, AZ
Artist – Baja: Edge of Control (Xbox 360/PS3 – Shipped 2008)
– Modeled and textured environmental and vehicle assets
– Rigged vehicle and plant models for realistic movement
– Created and modified shaders in proprietary 2XL shader pipeline
– Used 3DS Max, Photoshop, In-house tools
Additional Programming – Baja: Edge of Control
– Designed and developed in-house art pipeline tools
– Used GCM HUD (PS3) and PIX (360) for performance tuning
– Assisted on UI Programming
– Used C++, C#, VB, MaxScript, Subversion
Outsource Art Lead – Baja: Edge of Control
– Designed and developed in-house asset management tools
– Visited outsource partners in China to assist early in the project
– Wrote specs and prepared assignments
– Monitored, checked, and organized returned assets
– Worked with other artists to create technical documentation
– Used VB and Subversion

Independent Game Development Group – Phoenix, AZ
Artist, Animator – Shanke (PC – Shipped 2007)
– Won national competition with our team of five AIPX Students
– Modeled and textured environmental assets
– Modeled character assets
– Assisted in character rigging and animation R&D
– Used Virtools and 3DS Max

2004 – 2005
Volition – Champaign, IL
Software Tester – Punisher (Xbox/PS2/PC – Shipped 2005)
– Started as one of six PS2 testers
– Became primary PC tester, later helped manage the three-person team
– Used CodeWarrior and in-house tools

2005 – 2008
The Art Institute of Phoenix – Phoenix, AZ
Game Art and Design
– Received a B.A. in Game Art and Design in March 2008 (GPA: 3.7/4.0)
– Learned fundamentals of art as well as real-world application

2001 – 2006
University of Illinois – UIUC – Champaign, IL
College of Engineering – Computer Science
– Received a B.S. in Computer Science in May 2006 (GPA: 3.2/4.0)
– Participated in Game Development Studio in 2004 and 2005

– Developing in C++, C#, Java, Javascript, Lua, PHP, Objective-C
– Creating content with 3DS Max, Maya, Illustrator, Photoshop
– Profiling+optimizing for specific needs of varying hardware platforms
– Working in a group using version control such as SVN, Perforce, Git