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Tim Trzepacz |
Phone: | (818) 500-7560 | |
| Cel: | (818) 415-0345 | ||
| E-mail: |
| Objectives | Contract work in creative or technical industries. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Summary of qualifications | Platforms and Titles | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Skills and Duties | Click on the company name for more details | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Education |
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| Professional Experience |
| 2004-Present | SoftEgg Enterprises | Santa Fe Springs, CA | |||
| Freelance Contractor | ![]() |
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Upon leaving Insomniac Games in March of 2004, I decided to revive my old company SoftEgg as a full-service consulting, creative and technical services company. Since then, I have worked and bid on all manner of freelance contracts, from programming to website construction, from IT work to antenna wiring, from managing outsourced contracts, to military contracts.
I have since been working on an original project, a music creation program called "Rhythm Core Alpha" for the Nintendo DSi, to be sold in the Nintendo DSiWare Store. It is currently in the final stages of production before entering Nintendo Lotcheck. On this project I have handled everything: programming, art, sound (lots of sound!) and all manner of production and business management tasks. |
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| 2001 – 2004 | Insomniac Games | Burbank, CA | |||
| Senior Gameplay Programmer - Ratchet and Clank Series | ![]() |
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The Ratchet and Clank series from Insomniac Games was a huge success around the world, including being a huge seller in Japan where it was the only foreign game to be bundled with the Playstation 2. The first game sold over 2 million copies, and the second seems poised to break that record! I was a part of it from the very start... I was hired only three weeks into production on the first Ratchet and Clank! Of all the work I've done in the game industry in my twelve-year history, I'm the most proud of my work on the Ratchet and Clank games. As a gameplay programmer I was responsible for the code implementations of every single object in a level, and often a lot more than that. I programmed enemies, vehicles, weapons (the game's selling point!) special effects... everything down to the lowliest door, and even the dust kicked up by Ratchet's feet when he walks! When prototype art wasn't available, I created my own objects and animations in Maya. When textures for particles and special effects weren't available, I made my own using photoshop. Before we had a person available for sound effects, I used Buzz and Sound Forge to create my own sound effects. I definitely had the most fun on Ratchet and Clank one. We were just getting started and there was a lot of room for experimentation and freedom to try stuff. The deadline on Ratchet and Clank 2 was a lot tighter (only one year as opposed to eighteen months for the first game) and I felt really burned afterwards. I'm happiest when I get to wear a lot of hats and do lots of different things, not just be a programmer. |
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| 2000 – 2001 | 3DO | Redwood City, CA | |||
| Software Engineer III - Portal Runner Team |
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I started at 3do as a member of the team for the Playstation One version of Portal Runner, which was to
be based on the source code from Army Men: Sarge's Heroes 2. My tasks included:
Part way through that project, we merged the PS1 and PS2 teams, and then eventually the PS1 project was cancelled. My tasks for the PS2 project included:
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| 2000 – 2001 | Working Designs | Redding, CA | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Lead Programmer - All Products | ![]() |
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I started at Working Designs as a contractor porting Iron Storm for the Sega Saturn in 1995, and ended up taking a full time position in 1996. At that time I was the only programmer in the company. I worked on most of Working Designs products up until 1999, when a second programmer was hired. Here is a chart detailing all of my products with Working Designs, and what I did on them.
My most notable accomplishments while at Working Designs were:
As Working Designs is a very small company, I had to wear many hats. Here are some of the non-programming tasks I performed at Working Designs.
I am very proud of the work I accomplished while at Working Designs. Ultimately, I left that position because I was very lonely living in such a remote location, and I have a desire to do work that is more creative and challenging than merely converting Japanese programs to run in English. |
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| 2000 – 2001 | SoftEgg / Adventions | Columbia, MD | |||
| Producer, etc. - Princess Maker 2 | |||||
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Princess Maker 2 is a raising-up game for MS-DOS by Gainax of Japan that I attempted to get released in the United States. The effort to bring Princess Maker 2 to the United States was entirely a home-grown effort. I was responsible for initiating the project, which was initially placed under the auspices of my friend David Leary's company Adventions. I contacted the Japanese company Gainax and, along with David Leary, worked out the licencing details, resulting in our initial two year license. I directed all aspects of the project's completion, and personally handled the programming (with Bryan Buck), art modifications, and manual layout. When the game was complete enough to show to companies, David Leary acted as the head of Adventions to contact companies to sell the game. Alas, he was unsuccessful in his efforts to sell the game, so I formed SoftEgg to handle the task of finding distribution. At that point in time, I was working full-time for Working Designs, but I had the full blessing of that company to complete my work on Princess Maker 2. After a long and discouraging search (MS-DOS games were on their way out) I finally was able to license the game to Intracorp (aka Capstone). They, in turn, licensed the game to Ignite (aka Inscape, aka Graphix Zone) which had financial troubles and quickly disappeared. Intracorp, filed for bankrupcy soon after, and Princess Maker 2 was never released as a result. Still, I feel the effort with Princess Maker 2 was a valuable one, as it shows my capacity to act as a producer and manager as well as a programmer. Although the effort was unsuccessful, I feel that we may have been more successful with another product on a different platform. Trying to release an MS-DOS simulation game (particularly this one) in the shadow of Doom and Windows 95 would have been a difficult task for any company, and we made the best possible effort. |
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| 1992 – 1995 | Microprose | Hunt Valley,MD | |||
| Programmer - Sega Genesis and MS-DOS games. | |||||
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I started my career in the game industry at Microprose in 1992 shortly after graduating from college. I joined their newly formed console games division to work on the Sega Genesis version of Pirates'!Gold. My primary task on Pirates was initially to design and program an animation tool that would allow a user to easily create animations for the Sega Genesis using an MS-DOS PC. The program I implemented used a text-based windowing interface running on a dual-monitor PC. Later, I implemented all of the animations in the game using the system I created. Part way through the Pirates project, the lead programmer left, and the rest of us rose to fill the void. I ended up implementing the fencing combat engine, the towns, and several other sections of the game. After the project's completion and release, I worked on an international version of Pirates (which was cancelled), did post-production work on several of Microprose's other Sega Genesis and Gameboy titles, and worked on code and design in preparation for our next Sega Genesis titles Dynatack, and Top Gun, both of which were cancelled when Microprose decided to leave the console game market. I did accomplish some significant work during this time, including:
Upon the disolution of the console games division, I was assigned to program the MS-DOS version of Magic: The Gathering. I wrote all of the user-interface code for that product. Some highlights include:
The Magic: The Gathering project for MS-DOS was cancelled in anticipation of the release of Windows '95, and my position was eliminated in August of 1995.
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