Kyle Gospodnetich

Kyle Gospodnetich

Software, Web, and Game Developer

I am a self motivated and life-long programmer living 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 e-commerce websites delivering millions of products per year.


  • Working with large code bases (Magento, WordPress, WebProPack,¬†Source Engine, Unreal Engine)
  • Working with small to large size international teams to complete short and long-term projects
  • Designing & architecting complex websites that are easy to work with and maintain for both developers and site managers
  • Writing clean and well commented code readable by others
  • Learning new programming languages and code base structures quickly as needed
  • Development for multiple platforms including Windows, Linux, Android, and other *nix operating systems
  • Working directly¬†with and training clients


  • C++
  • C#
  • C
  • Java
  • HLSL
  • GLSL
  • PHP
  • VB.NET
  • JavaScript
  • React & React Native
  • jQuery
  • HTML
  • CSS
  • Software Development & Engineering
  • Android Development
  • Web Development
  • Git
  • Subversion
  • Visual Studio
  • Microsoft SQL Server
  • MySQL
  • XML
  • AngelScript
  • Lua
  • ActionScript
  • Game Design & Programming
  • Windows, Linux, and other *nix Operating Systems
  • Linux System Administration


Present Nov 2013

Full-Stack Program Analyst

At EC Internet my responsibilities vary greatly day to day, and I may be assigned to 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 25 Magento extensions to adjust business logic for integration into the Sage 300 Accounting System.
  • 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 20 Magento and WordPress sites for companies such as Fortessa, Smithsonian Institution, and Novotech.
  • Served as a system administrator for CentOS servers used for all of our clients.
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

Head Programmer & Shader Artist

Here I served as the head & sole programmer on an international group of eighteen talented developers. We worked together for years on a non-profit game for Valve's Source Engine, which would later go on to be one of ModDB's Top 5 upcoming mods for the year 2011. My responsibilities on this project changed constantly, but some of my achievements include:
  • Created the first game on the Source Engine to publicly implement advanced shaders such as Sun Shafts, SSAO, and Bokeh DOF
  • Created & implemented new weapons & enemies
  • 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 mappers to use in game levels
  • Implemented over 30 new shaders total, and modifying countless others originally created by Valve.


2011 2006
I started taking courses at College of Marin during my first year of middle school 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 Optimiztion
2005 I decided to start working on more advanced games, choosing Valve Software's Source Engine SDK to use as a starting point. I created various mods for Valve titles and released Sourcemods, started my own Sourcemod project, and began learning C++ and Lua.
2002 I began to focus more on software than hardware. I quickly discover the wonderful world of emulators, and begin making my first games: Pokemon ROM hacks. Here I got my first taste of assembly code and sprite editing.
1995 Around the time I learned to talk, I started helping my dad with his side job of selling custom built computers to people. Mainly, I showed people that computers were easy enough for a baby to use: "Boot dad, boot!" I spent much of my adolescence helping my dad build and setup computers, at least when I wasn't at school or playing Timon and Pumbaa games on the family computer.
1993 Hello World!