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Alex Sarnese
Game programmer seeking 2021 software job

 I am a graduate from Rochester Institute of Technology with a Bachelor of Science in Game Design and Development. I specialize in C#, Java, Python, and web programming. My passion is understanding how the design of a video game can both positively and negatively impact the game play enjoyment of the player. In my free time, I enjoy developing mods for Minecraft and assisting other modders with their code.
Game Design & Development

Venator Group Project

I developed the game Venator for a class project with three other team members. We worked together to brainstorm the entire concept of the game and came up with many different ideas. We created a group chat to enable communication between the team members and as a group we narrowed down the different design ideas down to one. We assigned tasks, tracked progress. The group chat also helped foster team collaboration, and monitor specific changes from a member's Git commit. In the end, the team demonstrated a playable game to the class that included a title screen, weapon selection screen, a single stage full of enemies, and a boss at the end.



  My role in this project was designing and developing the weapons and creating abstract classes for enemies to derive from. In addition, I helped with debugging many glitches that we found as we played our own game.



  My team members were: Raman Mandavia, Cail Umbaugh, William Walrond

Minecraft Mods

I have created several Java mods for Minecraft Java Edition with the most popular being world generation focused. From a bee-filled dimension to flating wacky layers of the world to complete utter chaos of mixing everything in minecraft together, my mods have pushed the bounds of world generation. Together, all my mods have accumulated 9+ million downloads on CurseForge website here:
https://www.curseforge.com/members/telepathicgrunt/projects



  While working on my open sourced mods over the course of months on end, I also have helped other modders with getting the hang of world generation and debugging strange issues. By linking my repositories on Github, it makes it easier for people to see how to add new features to their mod while also providing me feedback on my own code:
https://github.com/TelepathicGrunt?tab=repositories
https://github.com/TelepathicGrunt/StructureTutorialMod

Peril in the Pizza Palace

In a group project for my Game Design & Development II class, we created a Unity game in the span of a month starting from a basic design document to a working prototype. Our semi-horror game is based on the Dresden Files universe novel. The character in the game is a fairy whose goal is to clean up Dresden's apartment of trash while avoiding his murderous cat. While the final product is very rough around the edges, our group was successful in working together to make sure tasks were done on time and worked according to the design. Development of the game was completed successfully with everyone assisting each other when they needed help. Below is a link to an executable of our project.
Download: GDD2_Project3.exe



  My role in this project was working on integrating A* pathfinding code from https://www.arongranberg.com/astar to make the cat wander around the apartment and chase the player properly. I also developed a section of the UX/UI. When my teammates had issues with some of their code such as the cat's field of view or player mechanics, I eagerly stepped in to help debug the issue. In the end, we have a working product.



  My team members were: Nick Rasmussen, Berkley Knowles, Kyler McQuillan, Ryan Beach

Full Tilt’Adillo

Inspired by Super Monkey Ball, our team decided to create a similar game in C++ and OpenGL for our Data Structures & Algorithms for Games & Simulation II class. Here, we utilize an octree to optimize collision checking while also writing physics code from scratch. Even though we had to make everything and had a ton of workload, we managed to get a playable game in just a bit over a month. With more time, we would be able to debug and fix some bugs with the collision code, implement rolling animation for the character's ball, and many other improvements. Attached below is a zip file of the game. Run the executable in the folder to start the game.
Download: GDD2_Project3.exe



  My biggest roles in this project was creating the octree for collision optimization, add camera tracking so it follows behind the player, worked on the stage tilting for movement, and assisted teammates when we ran into issues with our physics code.



  My team members were: Berkley Knowles, Weston Marshall, Ryan Beach

blob-blob-game

Started as a semester-long project for Casual Game Development class, me and three others students created a 2D casual puzzle game called Blob-Blob Game. Much of my work was on creating a grid-system backend to control movement and element placing, behavior of many puzzle elements, and helping to keep the team organized and knocking off tasks that needs to be done. We had a working small game at the end of the semester but as a group, our team decided to keep working on the game throughout the Summer to polish it up some more, add new stages, and release it on itch.io website.

Link to play the game:
https://telepathicgrunt.itch.io/blob-blob-game

  My team members were: Nik Barbero, James Feng, Benjamin Lincourt

Web Development

ASP.NET Core Website

For the final project in my Client Programming class, we were to remake RIT's IST website using ASP.NET Core.

  Our group was given an API endpoint that provided us the data to display on the website such as staff and course descriptions. I connected the website to the API using HttpClient, async, and await. I also utilized dependency injection to make sure nothing is hardcoded and the API endpoints can be swapped out later. The site utilizes jQuery, jQueryUI, jsGrid, C# collections, and views. There is also custom JavaScript that uses a US Map plugin that displays a state map that a user can click on to retrieve and display data from RIT's API on coops in the state.

  A large part of the project was creating a website that was visually appealing to the end user. After all, one could write the best code possible but if no one uses the website due to lackluster UI, then all the work on the backend was wasted. A website should be both functional and pleasing to the eye.

Web Translation Website

Within 3 days, I created and programmed a user-friendly website for class. The site leverages the glosbe.com api to translate a word between languages. The translation results are retrieved and displayed on my website. The website has responsive design so the look and feel is consistent on any size display including mobile devices. In addition, the site uses web storage to save the user's last result they got from the site.



  You can see and test out the website at this link (https://sarnese.com/web_translator/index.html) but at the current moment, the glosbe.com api has been down with the "Error 429 Too many request" and has been for a few months now. When I get some more free time, I may look into finding a new working translator api and modify the site to use the new one.

3D Modeling & Animation

Pirate Island Model

For a class project, my group members and I created a pirate themed scene in Unity using Maya to create the models. The most detailed and largest model I created is the island model. This model is going to be used as the main scene before we start decorating it with other models. The island itself is entirely handmade while the images used for the texture is from Google images. I also used nodes in Maya to get multiple textures to blend together cleanly on the actual model itself.

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