Kyle Gospodnetich

E-Commerce, Software, Web, and Game Developer

I am a self motivated and life-long programmer located in the San Francisco Bay Area. For the last years, I've worked as a Full-Stack Program Analyst for EC Internet where I architect and build complicated e-commerce websites delivering millions of products per year.

Specialties

  • Working with large code bases (Magento, WordPress, WebProPack, Linux Kernel, Source Engine, Unreal Engine).
  • Working with international teams to complete short and long-term projects.
  • Designing & architecting complex e-commerce websites that are easy to work with and maintain for developers and site administrators and friendly to customers.
  • Automated synchronization of product and accounting system data for e-commerce websites.
  • Integration of business logic required by accounting system into e-commerce platforms.
  • Writing clean and well-commented code readable by others.
  • Learning new programming languages and code base structures quickly as needed.
  • Developing for multiple platforms, including Windows, Linux, Android, and other *nix operating systems.
  • Working directly with and training clients.

Accomplishments

Skills

  • C++
  • C#
  • C
  • Java
  • HLSL
  • GLSL
  • PHP
  • VB.NET
  • JavaScript
  • React & React Native
  • HTML
  • CSS
  • Microsoft SQL Server
  • MySQL
  • REST
  • XML / XML-RPC
  • AngelScript
  • Lua
  • e-Commerce & Data Integration
  • Game Design & Programming
  • Android App Development
  • Web App Development
  • Git
  • Subversion
  • Visual Studio
  • Windows, Linux, and other *nix Operating Systems
  • OCI Images
  • Linux System Administration

Experience

Present Nov 2013

Full-Stack Program Analyst

At EC Internet my responsibilities vary day to day, and I may be working on 10 different projects at a given time. I work directly with clients on projects of varying sizes. Some of my accomplishments include:
  • Lead the primary development team in moving from their WebProPack e-commerce platform to the more modern and extendable Magento framework, which became EC Internet's primary source of revenue.
  • Developed more than 35 Magento extensions to adjust business logic, product data, and customer data for integration into Sage accounting & inventory systems.
  • Moved EC Internet toward automatic deployments from git to development, preview, and production site environments; greatly reducing developer time required to update live sites.
  • Implemented an automatic Javascript compiling system for EC Internet's WebProPack e-commerce site framework which reduced overall download size on mobile devices by more than 60%.
  • Produced a React Native Android app for WebProPack sites which would closely emulate the functionality, speed, and design of a native Material Design app.
  • Created the architecture for more than 30 Magento and WordPress sites for companies such as Fortessa, Smithsonian Institution, CZ-USA, and Novotech.
  • Served as a system administrator for Linux servers used for all of our clients.
Jun 2013 Nov 2011

Shader Artist

Released Products:
CONSORTIUM for PC

At IDGI, I was responsible for building a portfolio of shaders and modifications to the Source Engine in order to create a toon-like art style for the game Consortium. During my time here I implemented:
  • Deferred rendering
  • Outline shader using depth & normal buffers
  • Half Lambertian toon shading
  • New toon-like bloom shader
  • Dynamically generated skydomes wth rotating earth bottom
  • Light culling performance enhancements
Nov 2011 Nov 2008

GearDev Studios

Head Programmer & Shader Artist

Here I served as the head programmer on an international group of eighteen talented developers on a non-profit game for Valve's Source Engine, which would go on to be one of ModDB's Top 5 upcoming mods for the year 2011. My achievements here include:
  • Created the first game on the Source Engine to publicly implement advanced shaders such as Sun Shafts, Screen Space Ambient Occlusion, and Bokeh Depth of Field
  • Created & implemented new non-player characters
  • Improved AI to be more responsive to sounds from unseen targets
  • Expanded nearly every game entity within the engine to have additional inputs and outputs for level designers to use
  • Implemented over 30 new shaders total, and modifying countless others originally created by Valve.

Education

I started taking courses at College of Marin at the age of 12, and continued until my senior year of High School. Some of the courses I took during my time at COM were:
  • Introduction to Game Design (3DS Max and Adobe Director)
  • Introduction to 3D Modeling
  • Introduction to Flash
  • Advanced Flash
  • Web Development
  • Advanced Actionscripting (2.0) 1
  • Served as a teacher's aid for Advanced Actionscripting (2.0) 2 at the age of 13.
  • Search Engine Optimization
Hello World!