
Kristian Mischke
[PDF Resume]Problem-solver and thinker with just over four years of experience in the industry. I enjoy video game development, and am passionate about education and (computational) linguistics.
Experience
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Data Science Research Intern
RedShred LLC
- Achieved .909 median f1-score with fine-tuned BERT and RoBerta transformer models on email title classification task, which outperformed the 0.78 of simpler ML models.
- Used Label Studio to annotate custom datasets involving CV document segmentation and NER extraction.
Catonsville, MD
March 2021-Present
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Junior Programmer
Mohawk Games LLC
- Integrated mod.io API into Old World; added support for modding with AssetBundles and for Translation mods.
- Developed a Text Manager class integrating Mohawk’s localization system with hierarchical text generation
- Implemented the in-game “Event Browser” tool in Old World that allows designers and writers to easily modify and create XML files for in-game events.
- Worked on making Old World ready for localization.
- Wrote a tool for Material Property Management. Allows for the tagging of Material files, and one-click updating of the out-of-sync properties of those objects.
- Wrote a Unity tool that allows developers to observe the dependency relations of Unity assets.
- Used JIRA task management and Perforce version control and merged changes in a large repo.
Linthicum, MD
Jan 2018-Present
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Quality Assurance Tester
Mohawk Games LLC
- Discovered and reported bugs to the developers & repaired bugs in Unity 3D and C# within skill set.
- Worked on Limited Supply DLC additional in-game UI for Offworld Trading Company.
Timonium, MD
June 2017-Jan 2018
Education
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University of Maryland, Baltimore County
Bachelor of Science, Computer Science (Game Development Track)
Minor in Applied Linguistics
Outstanding Senior in Computer Science
3.936 GPA
Baltimore, MD
Expected May 2021
Projects
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Recurring Moment
- Conceptualized, Pitched, and Prototyped original idea during the first 3 weeks of class.
- Acted as Lead Designer and interfaced with the Art & Programming teams at weekly meetings.
- Project management with SCRUM development sprints and burndown charts
- Implemented core mechanics and sparse data structures to store time-travel data.
Spring 2021-
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GroupFormer
- AGILE and GitFlow frameworks for development sprints
- Developed front-end form for setting up the GroupFormer project using Django, HTML, and JQuery.
- Collaborated with teammates to develop algorithm for scoring participant groupings.
- Integrated Django authentication to secure instructor's forms.
Spring 2021-
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Schess: A Chess Battle-Royal Variant
schessgame.com
- Acted as the Lead Programmer during a 48-hour game jam with three other friends.
- Responsible for game-logic, and networking code using Remote Procedure Calls (RPCs) with Photon Unity Networking (PUN) in the Unity 3D game engine.
Aug 2020-Present
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Luna (Discord Bot)
Spring 2020-Present
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Keeping Blessing Hill Website
- Created keepingblessinghill.com using Jekyll & GitHub pages for my grandmother’s blog to promote her book.
2018-2019
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Drag'n'Drop Coding Tutorial Website
- Created website to showcase my educational programming videos
- Website had a Django backend API and a React JS front-end interface.
- Site currently down (may create showcase at a later date)
June 2017-May 2018
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Applying the Cascaded Finite State Grammar Induction Model to Trading Card Game Corpora
CMSC 473 Intro to NLP Class @ UMBC
- Proposed the original idea for this final group project.
- Implemented–with a group of 3 peers–a Grammar Induction algorithm in Python from an academic paper that uses a cascaded chunking algorithm with HMMs.
- We analyzed model performance using perplexity, and we applied it to Trading Card Games like Magic: the Gathering, Yu-Gi-Oh! and others.
Fall 2020-
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Linux Chess Kernel Modules
CMSC 421 Operating Systems class @ UMBC
- Implemented a device module in C to store and manage chess game states across multiple file pointers; with the option to play against an AI opponent using the min-max with alpha-beta pruning algorithm.
- Only student out of the three sections of the course to complete all the extra credit and be eligible for the course-wide tournament.
- Git version control was required for this class to track incremental changes.
Spring 2020-
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Other Note-Worthy Classes from UMBC
- Computer Graphics (Spring 2020) Implemented ray-tracing algorithm in C++. Used shaders and GLEW and GLSL to push vertices to the render pipeline. We used Git version control to track progress.
- Graphics for Games (Fall 2020). Navigated the Unreal Engine C++ source code. Projects focused on implementing graphics algorithms as Blueprints, Plugins, and Engine modifications.
2018-2019
Volunteer Work & Clubs
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Web Design MS Volunteer Tutor
Crossroads Homeschool CO-OP
- Utilized the CodeHS online curriculum for managing and tracking student assignments.
- Co-lead weekly synchronous virtual meetings to discuss concepts and help students with the curriculum.
School Years 2020-2021
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Programming HS Volunteer Tutor
Crossroads Homeschool CO-OP
- Developed curriculum based off the book Learning Processing by Daniel Shiffman.
- Lead discussions with PowerPoints, live coding, and labs to enforce problem solving and debugging skills.
School Years 2018-2020
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Scratch Programming MS Tutor
Crossroads Homeschool CO-OP
- Taught students about variables, program flow, and basic problem-solving using Scratch by MIT.
- Integrated my YouTube video tutorials for individualized instruction for the 2018-2020 School Years.
School Years 2016-2020
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Lego® Robotics MS Tutor
Crossroads Homeschool CO-OP
- While still in high school, taught the beginner and advanced classes using a pre-made curriculum.
- Guided students through the process of thinking critically when solving problems with the Mindstorms® NXT 2.0 platform.
School Years 2014-2016
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Member & Project Lead Programmer
UMBC Game Developers Club
- Participated in club meetings, events, and game jams
- Acted as Lead Programmer for Role Playing Gamble, one of the club 2018-2019 games.
- Managed tasks with a group of 2 other programmers throughout the duration of the project, using Git for versioning & merging and Unity 3D & C# technologies for development.
Fall 2018-Fall 2019