Garrett Fredley

Build and Release Engineer

Software Engineer

Kabam, Build and Release Engineering, Mar 2021 - Present

Responsibilities:

  • Configuring Ansible to deploy Xcode and OSX security updates across the farm
  • Actioning on intake requests from multiple game teams, ranging from Xcode adjustments to the creation of entirely new IOS and Android pipelines
  • Using monitoring reports from Zabbix to drive work around farm health

Projects:

  • Terragaul: Rogue Heroes

Programmer

Phoenix Labs, Build and Release Engineering, November 2019 - Present

Responsibilities:

  • Used UE4 and Android Studio to produce the first copy of Dauntless on Android
  • Authored a Perforce / Python tool that allowed users to deploy their local changes to the build farm to be validated prior to submission
  • Implemented a build failure database within Jenkins that collected errors and reported them directly to users in Slack
  • Joined the Localization team to support switching CMS tools, along with educating content authors on the new workflows
  • Joined the Release team as the Perforce administrator, managing permissions and integration flows between streams
  • Mentored engineers from over 5 projects on Jenkins and SCM best practices

Projects:

  • Dauntless
  • Various Unannounced Projects

Software Engineer 2

Skybox Labs, Build and Release Engineering, July 2019 - November 2019

Responsibilities:

  • Extended a proprietary Python CLI to abstract build logic for Jobs in Jenkins
  • Created Hyper-V machines to host local Perforce and Jenkins servers for testing
  • Used SSH to access and perform maintenance on the production Jenkins Ubuntu VM
  • Trained junior engineers on CI/CD, Python, and DevOps methodologies

Projects:

  • Stela

Software Engineer, Preservation

Electronic Arts, Development and Release Engineering, June 2017 - June 2019

Responsibilities:

  • Solely lead the preservation efforts for the FIFA franchise, resulting in the complete archival of multiple titles
  • Utilized a series of VMware machines to replicate the full Audio, Art and Build Production workflows
  • Configured the FIFA Jenkins server to function entirely offline to meet guidelines
  • Employed Chef to simplify the provisioning of machines for over 40 software
  • Authored Batch and Powershell scripts to automate interactions with Git and Perforce
  • Used Powerpoint to advocate the importance and complexity of preservation to Artist and Audio leadership

Projects:

  • FIFA 18
  • FIFA 19
  • UFC 3
  • NHL 19

Instructor

LaSalle College, Game Art and Design, April 2018 - Present (Intermittent)

Responsibilities:

  • Instruct students on Unreal Engine 4 and Unity fundamentals
  • Train students on authoring tools in Maya using Python and Pyside
  • Introduce Agile Development Theory through Scrum

Assistant Technical Artist, Pipeline Tools

Electronic Arts, Artworks, June 2016 - June 2017

Responsibilities:

  • Operated tools written in Python, C# and MEL to retopologize characters for various platform specifications
  • Wrote a series of Python validation tests that scanned character assets with a 100% success rate for finding crucial issues
  • Authored validation scripts that scanned art data for over 20 different failure cases
  • Communicated with the partner team in Korea to coordinate content delivery expectations

Projects:

  • FIFA 17

Personal Works


GVNEngine

Creator, Python / Pygame Game Engine, Dec 2017 - Present

Responsibilities:

  • A visual novel game engine built in Python's pygame library
  • Uses an object manager to support flexibly creating actions such as drawing sprites and creating interactables
  • Supports dynamic screen resolutions
  • Engine originally prototyped in C# using the Monogame framework
  • Editor originally prototyped in C++ using the Qt framework

Reflector

Programmer, 48 Hour Game Jam Project, April 2017

Responsibilities:

  • Developed the core reflection system
  • Designed and constructed the front-end and in-game U.I
  • Built a modular system for reflector and destructible blocks

Deep Below

Lead Designer & Producer, Senior Academic Project, April 2015 - May 2016

Responsibilities:

  • Wrote and managed the GDD and GVD
  • Rigged, Animated, and Scripted the player's gauntlet and it's animation states
  • Provided scripting support on 5+ movement, U.I, and interaction systems
  • Make design decisions that provide a thrilling VR experience
  • Lead scrum meetings each work day
  • Manage the scrum board and align tasks to the milestone goals

Bound

Scripter / Artist, Academic Project, Jan 2016 - Mar 2016

Responsibilities:

  • Designed, Created, and Scripting the A.I and Model of Elaine
  • Scripting two unique puzzles, including an item acquisition and extraction system
  • Created all 2D and 3D assets

Bootstrap

Scripter, Academic Project, Jan 2016 - Mar 2016

Responsibilities:

  • Scripted a core puzzle mechanic to be fully modular and futureproofed
  • Created a modular elevator with built in acceleration and deceleration
  • Provided technical support regarding usage of the Unreal 4 Engine
  • Provided advice on working with the Oculus Rift hardware and the usage of VR in games
  • Provided scripting support on the construction of numerous prop systems in the game