Katharine L Anderson

katharinelilly@gmail.com

Portfolio can be accessed via links to the left of this page. Additional samples (code and architecting examples via whiteboard) and references available upon request.

I’m a coder, straight and simple. Give me a problem and I’ll find a solution.

As long as there’s a puzzle to solve, system to implement, or process to streamline I’ll be the happiest little programmer in the world.

Education

Coleman University
  • Associate of Science degree in Game Programming, Development, and Design
    • Graduated 05/22/2014
    • 3.97 GPA
    • Honors
      • President’s List (3.8+ GPA): May 2013 – June 2014
      • National Technical Honor Society as of June 2013
      • Magna Cum Laude & graduated top of class

Skills

  • Unafraid to take something apart to learn how it works, put it back together, and make sure it functions properly again
  • Experienced with professional writing for public knowledge base articles and guides, as well as internal documentation and informational references
  • Firm believer that learning a new programming language is just becoming familiar with the syntax and understanding the unique nuances and quirks, logic is logic and translates to each language
  • Multiple years of experience as a Release Engineer but eager to try different specialties (gameplay, systems, etc.) to study and develop new skills
  • Extremely comfortable in C++ and C#
  • Competent with JavaScript, HTML, CSS, SQL, Python, and Perl

Solo Projects

  • Tic Tac Toe with two distinct AI settings (C++ [console-based])
  • Three versions of 2D side-scrollers (C/C++, C#, & XNA)
  • Two versions of hangman with external word lists (C++ [console-based] & C# [graphical interface])
  • Two basic maze games (C++ [console-based] & ActionScript 3.0 [flash-based, original content])
  • 3D First Person Shooter using Unity (final capstone group project with 100% original content, code, and concept)
    • Roles: Lead Programmer, UI Scripter, Moose Enthusiast, Official Note Taker
    • Full 3D environment
    • Completely written in C# using the Unity engine

Game Titles

  • EverQuest (13 months support, 3+ years development)
  • H1Z1 [King of the Kill & Just Survive] (18 months support, 3 months development)
  • PlanetSide 2 (2.5 years support, 9 months development)

Relevant Experience

Daybreak Game Company
Associate Programmer -> Programmer I on EverQuest [February 2017 – present]
  • Code for end-to-end game play systems including client and server development
  • Work collaboratively with engineers, designers, and artist teams to ensure systems meet all requirements
  • Coordinate with Game Tech team to ensure smooth integration of related systems
  • Anticipate and resolve development roadblocks in new product development
  • Collaborate with design/art for small tweaks to try out different possible functionalities in order to create a system that is both functional and fun
  • Major game system changes
    • Merchant window revamp
      • Unified the many types of merchant windows down to a single, easy to understand window
      • Learned how to communicate and work with another programmer effectively without stomping each other’s changes
    • Attached reward sets to items
      • Discovered that while a system may theoretically be simple, the actual implementation can be very complicated
      • Mapped out the entire system visually to ensure all potential paths through the system would be accounted for and handled properly
      • Worked with design to verify the data necessary would both work for the code and be accessible and easy to maintain for design
    • Implemented the luck stat
      • Unique stat that gives a player bonuses to 20+ existing systems
      • Also introduced the first stat that can be changed on an item which required special handling to ensure the value saved/loaded properly consistently
      • Mapped out the systems involved, data necessary, UI changes, and the actual system for the stat itself to keep the implementation clean and simple
      • Learned that no matter how amusing a function name can be, it does not mean it should be, and made an effort to ensure all functions, variables, and comments conformed to existing code standards
    • Server related accomplishments
      • Wrote, tested, and refined SQL needed for performing server merges (Vulak -> Fippy)
      • Put in hardware requests, set up necessary configurations, and was on-site for launching new server (Agnarr)
    • Large build/team tasks
      • Handled the actual launch (did builds, verified those builds, and was on-site to troubleshoot any issues) of our 25th expansion
      • Migrated the entire team (design and code) from one task tracking system to JIRA
Associate Programmer / Release Engineer (“Build Master”) on H1Z1 (Just Survive & King of the Kill) [November 2016 – February 2017]
  • Schedule all internal and public builds to ensure complete and successful regular updates
  • Gauge build viability as quickly and correctly as possible
  • Focus on Just Survive as primary Build Master
    • Main goal is to keep any new updates as bug free as possible to return the game back to a stable state
    • Control public facing data and assets to ensure clean builds with no spillover
    • Coordinate with the Operations, Community, Quality Assurance, and Development teams to maintain a clear channel of communication
    • Produce regular Live builds
      • Track specific changes through the entire build process
      • Pinpoint areas that may need further attention
      • Communicate with players through social media for not only tracking bugs, but also for gauging general sentiment regarding large updates
      • Extended availability during crunch time both before and after deployment to Live servers
      • Maintain and troubleshoot internal builds, while preparing for Test and Live builds
  • Assist King of the Kill as Tournament Judge and secondary Build Master
    • Maintain and monitor all internal builds
    • Determine bug and feature statuses both before and after builds
    • Track high profile issues from initial submission through each environment to ensure complete fixes
Customer Service Rep. (“Game Master”) on multiple games (EverQuest, King of the Kill, & Just Survive) [July 2015 – November 2016]
  • Locate, observe, and terminate cheaters
  • Test and escalate possible bugs to the appropriate teams
  • Develop new and innovative ways to detect cheaters, both in and out of game
  • Focus on King of the Kill
    • Live events, both onsite and off (TwitchCon 2015 H1Z1 Invitational, H1Z1 Showdown 2015, TwitchCon 2016 H1Z1 Invitational)
      • Create integral documentation, procedures, and processes
      • Coordinate with Development and Quality Assurance teams to maximize testing in a limited amount of time
      • Schedule and coordinate daily internal play tests with multiple employees (50+) from every team
      • Prepare for specific test cases that emulate potential worst-case scenarios at the event
    • Assist Quality Assurance in preparation for major updates
      • Test new features in unique ways
      • Thoroughly document new potential issues
      • Document new systems, both for the end user and other customer service personnel
      • Alert producers/managers/leads at discovery of possible game breaking bugs
Sony Online Entertainment
Associate Programmer / Release Engineer (“Build Master”) on PlanetSide 2 [June 2014 – February 2015]
  • Main focus on integrating builds between different environments
    • Ensure error free builds that incorporate all code, art, design, sound, and partner changes
    • Coordinate various tasks with multiple teams to produce a polished product
    • Diagnose any issues with a build as quickly and correctly as possible
  • Redesign and refine existing build system (proprietary process based on ANT)
    • Expedite builds on different platforms, with special attention to parallelizing tasks as a priority
    • Remove extraneous build code while implementing new and streamlined functionality
  • Prepare for additional platform launches
    • Create new branches in both Perforce and the build system for internal and external environments, complete with additional workspaces, branches, and databases
    • Implement multiple new types of builds (PS4 packages & PS4 patch packages) while simultaneously upgrading existing system
    • Provide multiple builds (both internal and external) per platform on a daily basis
  • Assist with game code tasks
    • Various C++ changes (gameplay updates and creation of additional functionalities as needed)
Senior Customer Service Rep. (“Senior Game Master”) on multiple games (Free Realms, Clone Wars Adventures, EverQuest, EverQuest 2, PlanetSide 2, Landmark) [May 2009 – May 2014]
  • Work extensively with development to design various logs, tools, and commands needed for upcoming launches
  • Create internal reference documentation for existing titles and upcoming releases, intended for new and existing agents
  • Test and escalate possible bugs to the appropriate teams
  • Assist Director of CS with both routine and spontaneous tasks
    • Create and maintain team schedules and track PTO requests
    • Prepare multiple reports for all supported games on a regular basis
    • Promote a continuous positive team atmosphere and train new agents