eight ball

Gilbert Gonzales

 

I've spent over a decade working in AAA game dev across Call of Duty and most recently Unreal Engine projects. A generalist spreading across areas of Engine/Core, Systems, Performance Analysis/Analytics, Networking and Gameplay.

 

Starting in 2022 I pivoted from Call of Duty tech to Unreal Engine tech extending and identifying areas to better support an Open World game.

 

I started my career at Sony working on the Playstation Store used on PS3/PS4.

In spare time I can be found exercising, hiking, going to shows and enjoying time with family and friends.

Games that brought me to where I am today are Chrono Trigger (1995), Doom (1993) and Unreal (1998).

 

Resume (PDF)

Professional Experience

Last Sentinel:

Action (2026)

Senior Systems Engineer II

Part of the Performance Team identifying/resolving bottlenecks within CPU, GPU and memory. Built a multithreaded custom stats monitoring system for CPU, GPU, memory and gameplay metrics that will populate heatmaps to track performance across builds and platforms capable of supporting multiple projects.

 

Additionally, worked as a Generalist in areas of cinematics, Bink video, SNK emulation, performance, automation, Unreal Engine integrations by either building the tech and/or project managing teams.
 

Cloud Castles:

Action/Strategy (2023)

Senior Software Engineer

Worked in the initial Gameplay Engineering Team setting up a 3rd person camera system, combat system, and movement system. Also networked all aspects of gameplay such as player health, buffs, abilities, game start and game end camera sequences.

 

Additionally set up core gameplay mechanics such as capturing a shrine in order to enable destroying an enemy tower
 

Call of Duty:

Call of Duty Modern Warfare 2 (2022)

Senior Core Engineer

Worked on a realtime and automated performance analysis tool used to track CPU, GPU, Gameplay, Physics and UI usage/cost. This tool is shared across Call of Duty studios for daily analysis of Singleplayer and Multiplayer levels under development.
 

Call of Duty:

Vanguard (2021)

Senior Core Engineer

Worked in performance for SP and MP assisting Tech Art with tracking down performance metrics and provided a system to tweak render settings per platform.
 

Also at a higher level contributed to engine improvements, paths to ease integration issues and build time improvements.

Call of Duty:

Cold War (2020)

Senior UI Engineer

Worked on Singleplayer UI features and performance

Call of Duty:

WWII (2017)

Senior UI Engineer

Worked on UI performance, stabilization and features for menus and HUD.

Supported Designers in creating the Headquarters and Supply Drops allowing for UI to be drawn on 3D models in game.

Call of Duty:

Black Ops 3 (2015)

UI Engineer

Fixing UI bugs throughout game and coded game match customization menus/options

Call of Duty:

Advanced Warfare (2014)

UI Engineer

Worked on several areas of the UI (Single Player, Multiplayer and Survival Mode). Added background video support, created and modified menus, and lastly linked up menus to use game specific data. After ship worked on DLC content and making items viewable and purchasable throughout the UI.

Second Life (2013)

Facebook Integration

In this project Second Life was integrated into the Facebook SDK meaning that a player in the virtual world could communicate with their Facebook friends. For instance, a player in Second Life could invite friends within Facebook to join them at a virtual location in Second Life. Also a player in Second Life could take a photo in the virtual world and post it to their Facebook account.

Second Life (2012)

Communication's In Game Chat Client

The chat client used in prior versions of Second Life were very basic and difficult to navigate. The goal was to allow snapping and un-snapping of chat conversations. Also another feature was the "Do Not Disturb Mode" which allowed a user to block all incoming chat and then retrieve those chat conversations upon exiting "Do Not Disturb Mode."

PS3/PS4/PS5 Store (2012)

Tasked with creating the Search Feature for the PlayStation Store; however, ended up writing much more such as the main menu, grid navigation algorithm, shopping cart and voucher redemption.

Sony Video Unlimited (2011)

Upon entering this project I was bug fixing but then took on the Search Feature for this project. After completing that task worked on optimization and bug fixing.

Qplay TV Adapter (2014)

The Qplay TV adapter plugged into a user's TV via HDMI and received content from an iPad. My role was to work on communication between the iPad and Android Device which allowed video links to be played. Those video links would then be used on the Android Device's Media Player to stream content to the TV.

Programmed Java and multithreaded code for video playback, video logging, image downloading and worked on WiFi connectivity security.

  

Personal Project

 

Doom II Experiment (2014)

This is a personal project worked on prior to being hired to work on Call of Duty.
 

In this project I built a map using 3DS Max and then used FBX exporter to bring content in a simple game engine using artwork extracted from Doom II assets.
 

I wrote basic gameplay, AI, physics, collision detection and rendering which ran in Linux and Windows via GLFW. 

Keep in mind I did all but the UI well but somehow was hired as a UI engineer :)

 

Internship Experience

 

TriPeaks Solitaire (2010)

An internship project where I used the Torque Game Engine to program card gameplay mechanics and simple 2D VFX and sounds as the player was rewarded for making the moves.

 

Car Projects

I enjoy tracking down problems whether it is software or mechanical. Here is a sample.

 

Detecting Head Gasket Leak (2021)

Using air compressor through each cylinder at top dead center. Air compression should not leak from cylinder into coolant system making bubbles but it did :(
 

First gauge shows about 90 PSI going into engine

Second gauge shows 25% or so leakage into coolant system.

Replace Valve Cover Gasket (2021)

Fixing oil leaking onto spark plugs causing engine misfires. I ended up breaking a bolt in the engine head but was able to drill through and rethread for a new bolt (yikes).