Kyle Gospodnetich

E-Commerce, Web, Software, and Game Developer

I'm a self motivated and lifelong 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.


  • 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 and architecting complex e-commerce websites that are easy to work with and maintain for developers and site administrators and friendly to customers.
  • Automating 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.
  • Conducting operations, from production deployments to SQL management and server configuration.
  • Adapting to new programming languages and code base structures quickly as needed.



  • C++
  • C#
  • C
  • Java
  • HLSL
  • GLSL
  • PHP
  • Composer
  • VB.NET
  • JavaScript
  • React & React Native
  • HTML
  • CSS
  • Microsoft SQL Server
  • MySQL
  • REST
  • 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


Present Nov 2013

Full-Stack Program Analyst

At EC Internet I have a top-down view of dozens of Magento e-commerce stores where I work directly with clients to implement business logic, design, and account system integrations. Some of my accomplishments include:
  • Led the charge in moving from the 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, reducing developer and operations time required to test and deploy production stores from hours to minutes.
  • Pushed dozens of sites and thousands of updates live, handling code deployments, SQL administration, and server configuration.
  • Worked on-call 24/7 for business critical emergencies to maintain the highest possible uptime for clients stores.
  • 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.
Jun 2013 Nov 2011

Shader Artist

Released Products:

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

Lead Programmer & Shader Artist

Here I served as the lead 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.


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!