MAREK VYMAZAL Email: mail@marekvymazal.com Website: marekvymazal.com LinkedIn: linkedin.com/in/marekvymazal SKILLS * TypeScript * JavaScript * Python * C# * Java * C++ * HTML * CSS * SQL * Illustrator * Photoshop * Unity * Godot * GDScript * BabylonJS * Maya * MEL * Blender * NodeJS * Express * Docker * AWS * S3 * DynamoDB (NoSQL) * Google Cloud Platform * Stripe * Interactive Design * Tools Development * Pipeline Automation EXPERIENCE 2019 - Present FREELANCE SOFTWARE DEVELOPER Engelmann-Becker / Funnix, Remote Projects: Funnix (Web Application), Proprietary Internal Tools (Web Application) * Converted an outdated desktop program into a modern web-based subscription service using Node.js and AWS Elastic Beanstalk, creating a high-performance single-page application (SPA). * Developed a custom data migration tool to transition legacy content to a web-compatible format, ensuring a smooth conversion. * Designed and implemented a lesson player using JavaScript for seamless navigation and progress tracking. * Built full front-end and back-end systems, including user authentication, lesson management, and data handling, with Node.js and DynamoDB. * Implemented a subscription billing system with Stripe for recurring payments and integrated ActiveCampaign for automated email marketing and engagement. * Established a nightly reporting process to monitor system performance and user metrics. * Led the development of an online bookstore with USPS media mail integration for shipping. * Automated deployment and operational tasks, optimizing workflows and reducing downtime. 2017 - 2019 INDIE GAME DEVELOPER Self Published, Remote Projects: Survival Arena (Roblox) * Developed a game as a sole indie developer, handling all aspects of coding, design, and release. * Programmed the game in Lua, ensuring it was engaging for a single player while accommodating multiple players seamlessly. * Designed the gameplay experience to remain fun and engaging even if only one player remained in the game session. * Designed 5 unique game modes, each featuring procedurally generated levels to maximize replayability. * Achieved over 500 active players at the game's peak and over 100 thousand players in its lifetime, demonstrating strong player engagement and retention. * Earned an 84% positive feedback score, reflecting a high level of player satisfaction and consistently positive user experiences. 2016 - 2017 SENIOR SOFTWARE ENGINEER (GENERALIST) Glu Mobile, Portland, OR Projects: Ultimate Chef (iOS / Android) * Designed and implemented over 40 modular user interfaces in Unity, collaborating with engineers to address functionality and limitations. * Increased productivity by 25-70% by developing pipeline tools for Maya and Unity using Python and C#. * Managed character animation, creating and implementing over 80 animations and sequences, along with 3D environment layout and lighting. * Led outsourcing by creating technical guidelines and specs for 280+ assets * Optimized performance with Python tools, reducing project size by 55%. 2015 - 2015 (LEAD) PROGRAMMER / CONSULTANT Committee for Children, Remote Projects: Game (Research / Proprietary) * Created rapid prototype for an interactive multiplayer game for research study in Unity. * Designed user interface to support four player mixed local and network co-op multiplayer. 2012 - 2014 (LEAD) PROGRAMMER Northwest Media, Remote Projects: Surviving Independence (iOS / Android) * Responsible for all programming using C# and Unity, writing over 40,000 lines of code. * Designed and developed UI with responsive buttons, seamless transitions and effects for touch interactions. * Developed procedural generation systems to increase replayability, which included, dynamic characters and personalities, different map locations, and varying store prices, job wages, and apartment costs. * Addressed usability issues from user tests and feedback through game hints, improved visual indicators, and refined UI flows. * Added user analytics for user research and efficacy studies, which included all user actions, in internal device XML files and SQL databases. 2012 - 2012 DESIGNER / SENIOR TECHNICAL ARTIST Zynga, Eugene, OR Projects: Pioneer Trail (Facebook) * Worked with designers to release new content in bi-weekly intervals. * Used metrics to drive upcoming features, maximizing revenue potential for each release. * Developed XML, Photoshop, and Flash tools, boosting productivity by 15% to up to 25%. 2007 - 2012 TECHNICAL ARTIST Buzz Monkey Software, Eugene, OR Projects: Tomb Raider: Underworld (Wii), Tony Hawk: Ride (Wii), Tony Hawk: Shred (Wii), Army of Two: 40th Day (PSP), Rinth Island (iOS / Android), Club Penguin (iOS / Android) * Responsible for developing tools and pipeline automation used by over 15 individuals in art and design departments, improving overall efficiency by 25% up to 70%. * Developed tools for Unity and Maya using Python, JavaScript, and C#. * Produced rapid prototypes in Unity, transforming design concepts to playable demos. * Designed camera state machines, particle effects, animation systems, and audio triggers, adding depth to game mechanics and visuals. 2006 - 2007 ARTIST Buzz Monkey Software, Eugene, OR Projects: Tomb Raider: Anniversary (PSP), Tomb Raider: Underworld (Wii), Tony Hawk: Ride (Wii) * 3D modeled, textured, and lit environments for over 12 levels using Maya and other 3d packages. * Created art for three game environments, which became the quality standard for the art department (Tony Hawk: Ride). * Responsible for cinematics, upholding visual quality through various level design iterations. * Optimized over 20 levels for performance, reducing memory over 35% to up to 60% by optimizing geometry and textures. EDUCATION BACHELOR OF SCIENCE IN GAME ART AND DESIGN The Art Institute of Portland, Portland, OR 2006