Hey there, welcome to my little piece of the internet.
If you came here to learn more about me then keep on reading, if otherwise you just wish to look around then go right ahead.
First let me introduce myself, my name is Stuart-Andrew Sulaski, as hinted by the big text that popped up when you got here.
At the time of writing (20/05/18), I am in the end of my fifth and final year at EPITECH Paris which is a private institution of higher education focused on general computer science and business.
I am currently working as a gameplay programmer at Tindalos Interactive on the upcoming Battlefleet Gothic Armada II.
Over the course of my first three years I studied C in depth (rewriting my own mini standard library, making my own command line terminal) as well as C++ (snake clone that supported the capability to switch in and out of various rendering modes at runtime thanks to the use of DLLs, bomberman clone with local multiplayer, R-Type clone with online multiplayer)
After the third year I started focusing more specifically on the field that interested me the most which is video game development. To be even more specific engine architecture and tool development. I don’t limit myself to those two things though and I try to be well versed in other facets of game development be them artistic (asset creation, animation) or technical (engine architecture, custom tools and software)
During the second half of my third year I joined a team of 3 game design students who needed help bringing their idea to life.
This project would turn out to be Orikami, all four of us spent 6 month developing a playable prototype. It is my first actual playable game project (I’m not counting the multitude of micro projects developed with GameMaker or Unity). For more information about this project I invite you to visit the Orikami page.
For our fourth year we had the opportunity to study abroad for a year. I chose and was accepted at Keimyung University in Daegu, South Korea. This is where I got a chance to work on my second, much larger and complex project, My Little Bunny. You’ll be able to read more about it on the My Little Bunny page.
During the first 6 months of my fifth school year I worked part time at Quantic Dream as a kernel programmer working with their in-house engine and tools in C++, on the soon to be released Detroit: Become Human. As for my end-of-studies internship, I am currently employed at Tindalos Interactive as a gameplay programmer working with UE4, C++ and Google Apps Script, on the upcoming Battlefleet Gothic Armada 2.