Dave Sebesta
Dave Sebesta
Unity Software Engineer
Charlotte, NC, United States

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Skills

Software EngineeringGame DevelopmentQA TestingAutomated Testing

Productions

    • Video Game
      Broken Roads
    • Year
      2024
    • Role
      Unity Software Engineer
    • Company
      Kittehface Software (with Drop Bear Bytes)
    • Video Game
      The Simulation
    • Year
      2022
    • Role
      Unity Software Engineer
    • Company
      Fable Studio
    • Video Game
      Enter the Gungeon - House of the Gundead
    • Year
      2023
    • Role
      Unity Software Engineer
    • Company
      Griffin Aerotech / Dodge Roll

Experience

  • Unity Software Engineer at Kittehface Software (Contract Position)
    Charlotte, NC, US
    July 2023 - Present

    In July 2023, I joined Kittehface Software as a Unity Software Engineer for the Broken Roads project by Drop Bear Bytes. Broken Roads is an isometric RPG set in a post-apocalyptic Australian Outback, featuring turn-based combat, a unique morality system, and decision-driven storytelling.

    My primary focus starting on the project was continuing development of the game's AI and combat systems where previous developers had left off. Over the course of the project, I also spent a considerable amount of time working with the team's animator to add additional functionality such as narrative driven combat animations and fine-tuning animation IK, along with handling bug fixes. I was also able to get introductory experience in a well-known narrative software design tool used in the project. Broken Roads has been the largest project I've worked on to date, and it was critical to be able to quickly learn about the game's architecture and navigate the codebase and Unity project.

    Working on Broken Roads with the teams at Kittehface Software and Drop Bear Bytes has been a fantastic experience and I am fortunate to have had the opportunity.

  • Unity Software Engineer at Fable Studio (Contract Position)
    Charlotte, NC, US
    September 2022 - Present

    In September 2022, I joined Fable Studio as a Senior Software Engineer in a contract position, working on their ambitious project, The Simulation. This AI-driven, world-building simulation game aims to create a virtual environment where millions of AI characters coexist, learn, grow, and build with human observers influencing and developing the world alongside them. The ultimate goal is to achieve Strong AI or General Intelligence in the characters.

    As part of an agile Kanban team, I developed core features using Unity with C# and utilized AI technologies such as GPT-3, Unity NavMesh, and custom decision-making systems for advanced character behavior. Throughout my time at Fable Studio, I accumulated around 900 hours of Unity experience and completed more than 80 tasks and features.

    I played a significant role as an SDET, developing a BDD test automation framework, performance test suite, and reporting using Unity test tools and Microsoft PowerBI. My work involved using JetBrains Rider IDE, git, git lfs, GitHub, and Jenkins for code management, version control, and CI/CD.

    In addition to my technical contributions, I promoted team growth by sharing knowledge, conducting code reviews, providing design input, and resolving conflicts. Overall, my experience working on this game development project has been incredibly valuable and rewarding.

  • Unity Software Engineer at Griffin Aerotech (Contract Position)
    Saint Paul, MN, US
    November 2021 - December 2022

    In November 2021, I joined the team at Griffin Aerotech (partnered with Dodge Roll and Devolver) in a contract position to help with completion of their in-progress project Enter the Gungeon - House of the Gundead, which I am still active on. This project is an arcade lightgun dungeon crawl experience and the newest installment in the Enter the Gungeon series.

    As a Unity Software Engineer, I developed solutions for over 150 tasks and features. Clocked over 1000 hours experience in Unity with a moderate sized game project for a well established game company. I worked with basic animations, UI, particle effects, sound effects, and lighting. I created Unity components which had to interface with a hardware API. I worked with basic AI logic using behavior trees and extended functionality with custom nodes (NodeCanvas).

  • Software Engineer at Kaplan Professional Education
    La Crosse, WI, US
    April 2011 - September 2021

    As a software engineer, maintained systems focused on ordering, accounting, product fulfillment, and regulatory requirements. Developed and maintained web applications both front-end and back-end. Designed and maintained database schemas. Performed code reviews and engaged in quality assurance testing for other team members. Performed business analysis on projects and features by working with end users, project managers, and developers to extract necessary requirements.

  • Application / Database Developer at Geckobyte.com, Inc.
    Duluth, MN, US
    March 2008 - March 2011

    As a software engineer, worked as part of a team maintaining and developing a template website program used by tire and wheel dealers across North America. Maintained a database of vehicle data for fitment guide tools. As database developer, performed general database administrator duties including backups, query tuning, and schema enhancements. Filled the role of tech support and customer service as needed.

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