hi , i am
Logan
White .

Engineer

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about me

I am an engineer with over a year of experience, focusing on continuous learning and growth. My journey has only just begun, but I am excited to keep improving a little bit every day.

Currently I am working as a gameplay engineer for Fatal Fox Studios and in my freetime developing a 3rd person action adventure game called "Phasebound".

education

2015 - 2019

Highschool Education

Deleware Valley Regional Highschool

New Jersey, USA

During my time at Deleware Valley Regional Highscool I maintained a 3.8 GPA, took AP and Honors classes, and participated in multiple of extra caricualrs such as Boy Scouts, Theatre, Ski/Snowboard Club, and many more.

2019 - 2023

bachelor of Science in Game Design and Development

Rochester Institiute of Technology

New York, USA

During my time at RIT I maintained a 3.4 GPA, was on the deans list for 2 and a half years, and took specific classes that improved my skills in game design and development. In my freetime I also participated in many game jams and during this time released 4 games on my Itch.io

skills

C++ Programming

95%

C# Programming

90%

C Programming

80%

Data Structures and Algorithms

80%

Unreal Engine

95%

Unity

90%

Level Design

80%

Prototying

95%

experience

  • June 2023 - January 2024

    Unity/C# Developer

    Fatal Fox Studios

    Remote , USA

    I shipped a werewolf themed co-op boomer shooter called ‘Dreadmoon’. with over 125,000 installs. Programmed in conjunction with Unity and Photon Fusion to deliver fast, reliable, networked gameplay. Created a custom save, load, and continue system, to allow players to play from anywhere. Used an event based codebase to trigger events and give players a fluid more natural experience. Currently working on a new unannounced multiplayer horror game in Unreal Engine 4.27 in C++.

    March 2024 - Present

    Gameplay Engineer

  • September 2023 - March 2024

    Unreal Programmer

    Third Pie Studios

    New York, USA

    I integrated interactive buildings, non-playable characters, and world events seamlessly by utilizing abstraction. Additionally, I designed and implemented several systems to enhance gameplay, including farming, aging mechanics, and in-game event triggers. A comprehensive quest and event system was developed with a focus on designer usability and scalability. Furthermore, I revamped a legacy codebase to create a more designer-friendly system while optimizing RAM usage. Notably, I introduced a new architecture that significantly boosted the frame rate by over 10 FPS.

  • June 2023 - January 2024

    Unity/C# Developer

    Flagon Entertainment

    California , USA

    I spearheaded the development of a 3D/2D Unity mobile multiplayer game integrating real-time geo-location and Mapbox functionalities. Using PlayerIO and Unity, I reconstructed player positioning on the server to prevent cheating and optimize gameplay flow. Additionally, I implemented in-game AI with advanced capabilities including pathfinding, goal planning, and behavior modeling. Moreover, I innovated by introducing dynamic power-ups that enhanced combat dynamics, providing players with diverse interactive choices that reshaped the gameplay experience.

    June 2023 - January 2024

    Unity/C# Developer

  • 2022 January - 2022 August

    UI/UX Applications Engineer Co-op

    Opex Corporation

    New Jersey, USA

    I specialized in crafting tools for robot controls, HUDs, and networking functionalities, leveraging Unreal Engine's Slate system to create custom, low-level UI components with C++. Additionally, I provided guidance by conducting "code reviews" for newly developed tools to enhance comprehension among team members. Furthermore, I assisted technical writers in grasping the system intricacies, aiding them in effectively communicating new features to users.

Personal portfolio

clients