Oksana Kubushyna

Technical Director

Summary

Experience in leading a team of about 20 engineers on an MMO RTS project with emphasis on gameplay systems and architecture, developing engineering milestones, creating technical schedules and interfacing with other departments to meet milestone goals.

Skills

Tools

  • MS Visual Studio
  • NetBeans IDE
  • Perforce, Git
  • MS SQL Server, MySQL
  • JIRA, misc WIKIs

Frameworks

  • C/C++/C#
  • MFC/Win32 API/WinForms/.NET
  • LUA
  • PHP/HTML/CSS/Wordpress
  • 3-Tier Client-Server Systems
  • PC and XBoX

Technical Leadership

  • Project Management
  • Developing Milestones
  • Technical Schedules
  • Game Systems Architecture
  • Code Reviews

Published Games

  • Mytheon
  • Universe at War: Earth Assault (PC, Xbox360)

  • Star Wars: Empire at War - Forces of Corruption
  • Star Wars: Empire at War

Experience

Technical Director

Petroglyph Games, LLC

10/2011 – present

Currently serving as one of the studio's Technical Directors while maintaining the role of the Lead Engineer on the EoN project.

Lead Engineer

Petroglyph Games, LLC

02/2009 – present

Started as a Lead Gameplay Engineer and was later promoted to a Lead Engineer on the “End of Nations” MMORTS title. For this project Petroglyph built a new engine using three-tier client-server architecture.

Responsibilities included:

  1. Input on architecture for all gameplay systems (e.g. monikers, action-condition)
  2. Implementation of a number of gameplay systems (e.g. unit behaviors, aggro)
  3. Overseeing conversion of legacy technologies to new paradigms (e.g. server authority, XML to DB, persistence-authoritative operations, LUA-based GUI)
  4. Creating and/or advocating new intra- and cross-department processes necessary due to the increased project scope (e.g. multiple Perforce branches, documentation process, feature request/delivery process)
  5. Defining technical milestones, creating schedules, managing tasks and priorities for the team of about 20 engineers; working with other departments to meet project goals.

Lead Gameplay Engineer

Petroglyph Games, LLC

06/2008 – 02/2009

Worked as a lead engineer on a small strike team to create a gameplay prototype for a “first of its kind” MMORTS game using Petroglyph’s pre-existing proprietary peer-to-peer engine. Based on the prototype the company went on to sign a contract for the “End of Nation” MMORTS title currently in development.

Game Engineer

Petroglyph Games, LLC

2004 – 2008

Worked on "Star Wars: Empire at War" and "Universe at War" game series. Due to a very small team size got a chance to work on most areas of the engine.

Architected and Implemented:
  1. Achievements and Scoring System
  2. Radar map
  3. Surface effects
  4. Weather system

Worked on Gameplay:
  1. Units (abilities, behaviors, effects, SFX, locomotors)
  2. Effect, Ability, Behavior and Attribute systems
  3. Targeting
  4. Research tree
  5. Internationalization and Localization (IME)
  6. Input (mouse, keyboard, controller)
  7. Save/load code

Worked on Graphics:
  1. Particle system
  2. 3D primitives: terrain threads (shorelines), tracks, decals, shadow blobs, laser kites, laser beams, lightning

Worked on Tools:
  1. Particle Editor
  2. Terrain Editor
  3. Asset Viewer
  4. 3DS Max plug-ins

Research Associate

University of Nevada, Las Vegas

2002 - 2004

NASA Virtual GloveBoX (VGX) Project

  1. Motion detection, object detection, feature extraction algorithms
  2. Parallel image processing (MMX), 3D Modeling (OpenGL, DirectX)
  3. Several published papers

Freelance

2002 - 2003

DICOM file format, DICOM Medical Image Viewer Implementation

Education

University of Nevada, Las Vegas

M.S.Computer Science, Cum Laude

Oksana Kubushyna