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    Mark Gugler's Curriculum Vitae

     MarkGugler (at) gmail dot com

    Skills:

    Software Engineer: 4+ Years

    • High Proficiency
      • C++
      • MS Word, Excel, PowerPoint
      • Game Engine Design & Development
      • Game Documentation (Design, Technical, Game Charter)
        • Executive Summary, Module Breakdowns, Gantt Chart, etc.
    • Medium Proficiency
      • Objective-C (iPhone Dev.), Lua
      • OGRE
      • Cross Platform Development (PC, Mac, Tablets, Mobile)
      • Photoshop CS3, Sound Forge 9
      • DirectX – Direct3D, DirectInput, DirectSound, XAudio2
      • Win32 & MFC API’s
      • Console Development – GBA, Xbox 360
      • Scrum & Agile Development Environment

    Business Developer/Producer: 2+ Year

    • MS Word, Excel, PowerPoint
    • Business Proposal Documentation
    • Business & Brand Development
    • Market Research & Analysis
    • Scrum & Agile work environments
    • Conference Business Development & Representation
      • GDC, AGDC, XNA Gamefest, PAX, etc.

     

    Education:

    Master of Science: Entertainment Business - June 5, 2009

    Full Sail University, Winter Park, FL

    Bachelor of Science: Game Design & Development - May 11, 2007

    Full Sail University, Winter Park, FL

     

    Experience:

    Game Programmer: July, 2011 - January, 2012

    Fierce Wombat Games     San Jose, CA

    My role was a general developer in a cross platform development environment working on PC, Mac, tablet, and mobile platforms.

    • Integration of FMOD, libRocket, and cross platform input into custom OGRE engine.
    • In charge of Sound, Input, User Interface, and User Experience.
    • Maintained build for iOS, publishing internal iPad test candidates.
    • Tasked with bug fixes, system upgrades, and optimizations as necessary.
    • Utilized Jira to track tasks and bugs in flexible development cycles.
    • SVN code management.

    Software Engineer: August, 2009 – July, 2011

    Total Immersion Software, Inc.     Alameda, CA

    My role was a general developer focused on the simulation portion of TIS products.

    • Tasked with bug fixes, system upgrades, and contract specific needs.
    • Worked on multiple projects included in the Ground, Air, and Medical Simulation suites
    • Wrote a custom Active-X COM wrapper to display Flash swf files on top of 3D engine.
    • Tasks were located in Input, Camera, User Interface, User Experience, and Gameplay systems.
    • Company is now called Intific.

    Games Software Programmer: July, 2007 – June, 2009

    THX Ltd. – Games Division     San Rafael, CA

    Sole engineer in the THX Games division in charge of development, support, and execution of THX Ltd. game related technologies and projects.

    • Packaged Neural-THX Surround technology into optimized API for game sound engines.
    • Create Xbox 360 demo of technology and manage booth at GDC, Gamefest, and AGDC.
    • Managed B2B and B2C relations with product integration, support, and customization.
    • Conducted business research and development for potential markets.
    • Supported internal divisions including certification, video and audio calibration, business development, and original product development.

    Released Titles:

    School Projects: 

    • Business Proposal: Orcavia Entertainment – May, 2009

    Master’s 1st Thesis Project – Full business development and proposal document showcasing everything taught during the Master’s Degree. Document is available upon request.

    • Leadership Portfolio: Personal Website – May, 2009

    Master’s 2nd Thesis Project – Personal representation of the work and accomplishments made during the degree program. Available at Mark Gugler's LP-Project

    • Asset Lead: December, 2006 – May, 2007  

    Scorched Planets – Full Sail Final Project Game     Winter Park, FL      

    In charge of input and sound for Scorched Planets. Tasks: Direct Input wrapper, Multithreaded Direct Sound/OggVorbis engine, Managing/Scheduling Full Sail Art and Sound Team and Student Art Team, Assisting Interface Lead with Menu and HUD interactions. The game is a new-age Scorched Earth or Gunbound clone with a space theme, comedic characters, and gravity physics added to gameplay. Available for download at Mark Gugler - Scorched Planets

     

    Other:

    • Music Experience:
      • Performance     – 8 years -  Steel Drums, Trombone, Djembe, Aux. Percussion
      • Composition     – 4 years – Using Finale, Jazz and Classically trained
      • Music Theory    – 3 years
    • Team Oriented, Hard worker, willing to learn, will ask questions, and wants to make and support great games
    • Used to being prompt with schedule deadlines, meetings, rehearsals, and performances
    • LinkedIN Profile

     

    Portfolio: