Skip to content

Latest commit

 

History

History
101 lines (68 loc) · 3.72 KB

File metadata and controls

101 lines (68 loc) · 3.72 KB
**William Gunawan's CV** [William Gunawan](https://www.williscool.com) Last Updated 2025-10-23 twtw40@gmail.com

SUMMARY

I am a graphics programmer with a focus on rendering and performance. All my projects are publicly available at https://github.com/Williscool13.

EXPERIENCE

(##) Game Programmer at Stairway Games

Jul 2024 - Jan 2025 (probationary period: Jul-Sep 2024)

  • Developed features for Coral Island's multiplayer release
  • Improved dialogue system, tourist system, and various others to support multiple players
  • Minimize desynchronization issues in multiplayer

(##) Senior Game Programmer at Stairway Games

Jan 2025 - Oct 2025

  • Prepared Coral Island for console release with Xbox and PlayStation 5 certification compliance
  • Modified custom Unreal Engine branch to meet platform-specific certification requirements
  • Improved marriage and children systems to support multiple players.
  • Iterated on existing features and fixed critical bugs for stable release
  • Conducted code reviews to maintain quality standards

(##) Senior Multiplayer Game Programmer at Stairway Games

Oct 2025 - Present

  • Develop new multiplayer features and systems for Coral Island
  • Review peer code and ensure quality standards
  • Debug and iterate on live features

PROJECTS

(##) Will Engine Test Bed

  • Test bed for performance optimization experiments isolating features into sub-projects
  • Includes: Multi-threading, Parallelization (enkiTS), Crash Handling, Vulkan Descriptor Buffer (Bindless), Shader Slang, ECS (enTT), Audio (SDL_Audio), Model Loading (gltf)
  • Tools: C++, Vulkan, Slang, enTT, enkiTS, SDL, CMake

(##) Will Engine

  • Game engine using Vulkan and JoltPhysics with component-based game object architecture
  • PBR renderer with cascaded shadow maps, screen space contact shadows, GTAO, and TAA
  • GPU-driven rendering with compute shader-generated indirect buffers
  • Custom asset serialization supporting GLTF and KTX textures
  • Immediate-mode debug renderer with Jolt visualization
  • Tools: C++, Vulkan, JoltPhysics, GLSL, enTT, SDL, CMake

(##) C++ Based Ray-Tracer

  • Software ray-tracer built from scratch with acceleration structures for efficient scene rendering
  • Tools: C++

(##) OpenGL Rendering Project

  • Renderer implementing PBR, environment mapping, reflections, shadows, geometry and tessellation shaders
  • Tools: C++, OpenGL, GLFW, GLSL

(##) Game Projects

  • Multiple Unity games developed as lead programmer with cross-discipline teams (composer, artist, level designer)
  • Tools: C#, Unity, FMOD, HLSL

EDUCATION

(##) Coventry University

BSc with Honours; First Class in Computer Science July 2020

  • President of the Singapore Computer Society student chapter for 2 years.
  • Conducted focus groups for fellow students to help develop their data science skills.

SKILLS

  • Programming Languages: C++
  • Technologies/Methodologies:
    • Unreal Engine
    • Unity
    • Git
    • Perforce
    • Object-Oriented Programming (OOP),
    • Data Oriented Design
    • Multi-threading
    • Vulkan
    • GLSL
    • Slang
    • Entity Component System (ECS)
<style class="fallback">body{visibility:hidden;white-space:pre;font-family:monospace}</style><script src="markdeep.min.js" charset="utf-8"></script><script src="https://morgan3d.github.io/markdeep/latest/markdeep.min.js?" charset="utf-8"></script><script>window.alreadyProcessedMarkdeep||(document.body.style.visibility="visible")</script>