1. Nicholas Galjanic
650 N Orange Ave #4112, Orlando, FL, 32801 | Website: www.nickgaljanic.weebly.com
Email: Ngaljanic@gmail.com | Phone: (631)901-7292 | LinkedIn: www.linkedin.com/in/Ngaljanic
SKILLS
Unreal Engine 4 Unity Other Engines
Blueprints visual scripting API 4/5 Prefabs 3/5 HPL2 4/5
Material graph 3/5 Level Editor 3/5 Gamemaker 2/5
Animation Blueprints 3/5 Materials 1/5
UMG User Interface 4/5
Static/Skeletal mesh editor 4/5
Texture Editor 3/5
Programming Languages Visual Scripting Other Software
C++ 1/5 Pure Data 3/5 Perforce 4/5
C# 3/5 Max/MSP 3/5 Jira 3/5
JavaScript 2/5 Isadora 3/5
EXPERIENCE
Life Unfolds (Unreal Engine 4) | UI Programmer / Engine Guru
- Architected and engineered all user interface systems for PC and tablet platforms.
- Developed a parent class for level elements to facilitate and optimize level design on a round planet.
- Guided team in optimizing game through built-in engine systems.
- Formalized team workflow for art integration, collision handling, and performance tracking.
- Crafted notification system in animation trees used for scripted events during minigames.
Verge (Unreal Engine 4) | Solo Developer
- Designed all game systems and engineered them using Blueprints visual scripting.
- Crafted multiple spaceship classes that can be easily customized for level design.
- Implemented aircraft AI which uses a realistic steering physics system.
- Created background visual assets in Photoshop and Maya.
Chronos (Unreal Engine 4) | AI Programmer
- Architected and engineered three separate AI classes for a survival horror shooter game.
- Built enemy weakpoint system involving randomly chosen bones on a skeletal rig.
- Designed and engineered passive AI class which retreats and alerts others.
- Architected and engineered stealth game patrol logic that automatically selects patrol routes.
Unsound (Unreal Engine 4) | Solo Developer
- Created entire game using Blueprints visual scripting.
- Designed and engineered viewcone system that randomly changes elements of the environment.
- Wrote compound material that fades in or out based on distance to the player.
- Implemented multiple endings based on player choice throughout the game.
EDUCATION
Master of Science in Interactive Media (Production), Expected to graduate: December 2015
Florida Interactive Entertainment Academy (University of Central Florida), Orlando, FL
Coursework: Production, Game Design, Level Design, Gameplay Scripting, Rapid Prototyping.
Bachelor of Arts in English, May 2014
University of Florida, Gainesville, FL
Coursework: Gameplay Scripting, Level Design, Medieval Literature, 20th
century American/British Literature.
Financed 100% of college tuition with Bright Futures merit-based scholarship.