
Drew Fulsom
GAME PROGRAMMER
Education
SMU Guildhall, Plano, TX
Master of Interactive Technology in Digital Game Development, Specialization in Software Development
May 2018
Southern Methodist University, Dallas, TX
Bachelor of Science, Computer Science, Cum Laude
May 2017
GPA 3.822/4.00
Skills
General Programming Skills: Gameplay Programming, PCG, Behavior/Utility-based AI, Networking, UI
Engines: Unreal Engine 5, Unreal Engine for Fortnite, Unreal Engine 4, Unity, Godot
Programming Languages: C++, UE Blueprint, C#, Verse, Python
Tools: Visual Studio 2022/Code, Perforce, JIRA, Git, Hansoft, Microsoft Office: Word, Excel, PowerPoint
Project Experience
Unannounced, Licensed Co-op 3rd Person Shooter, Unreal Engine 5
Senior Software Engineer
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Implemented all player gameplay functionality, including weapons, active abilities, triggered abilities, movement, and stats, using the Gameplay Ability System
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Architected Gameplay Tag-based perk system with robust prerequisite, blocking, and filtering functionality
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Continuously iterated on gunplay to improve feel and reliability
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Rapidly created weapons, abilities, and perks based on design specs for testing and iteration
10 Months, Fall 2026
Gorilla Tag Monke Mayhem; Unity
Senior Software Engineer
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Collaborated with game director to design, implement, and iterate on novel movement mechanics and control scheme that translates hand-based movement from VR to mobile
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Created store UI and integrated e-commerce and entitlements API from proprietary backend
10 Months, Spring 2025
Gorilla Tag; Unity
Senior Software Engineer
13 Months,
Spring 2024/Fall 2025
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Implemented multiple features to ensure child safety during online play including Monke voice that replaces voice chat with monkey noises
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Served as part of a skunkworks team under the game director to rapidly tackle high-priority issues and assist with major updates
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Created editor tools for enabling a series of editor optimizations to improve iteration times for the team
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Worked with tech art to make a tool for creating shader presets, identifying shaders that don't match any preset, and bulk applying presets to shaders with the goal of reducing draw calls and improving material workflows
Extract or Die!, Wacky Taxi, TYCOON JUNGLE DEFENSE; Unreal Engine for Fortnite
Software Engineer
9 Months, Fall 2023
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Collaborated with a small team to create three different games in Fortnite using Verse
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Creatively utilized limited functionality of Verse and Fortnite Creative to create unique gameplay
Unreleased Co-op/Extraction Shooter, Unreal Engine 5
Software Engineer
10 Months, Spring 2023
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Implemented and iterated on co-op third-person shooter mechanics to facilitate prototyping and iteration, including Gameplay Ability System abilities
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Designed and implemented a framework for procedurally-generated, modular enemies driven by utility-based AI
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Worked with design to create an AI director that used a combination of dynamic spawn groups and designer-authored playbooks to keep combat engaging
Zengence, Unreal Engine 4
Software Engineer
8 Months, Spring 2022
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Implemented basic versions of most game features, including rhythm-based scoring and enemies, VR auto-aim, and threat indicators, to facilitate early prototyping
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Collaborated with creative director to iterate on gameplay to reach desired game feel
Dungeons & Dragons: Dark Alliance, Unreal Engine 4
Software Engineer
14 Months, Summer 2021
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Implemented all client-side aspects of getting into a multiplayer game, including session management and rich presence for all platforms
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Setup elastic dedicated servers for multiplayer play using AWS GameLift
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Configured AWS FlexMatch matchmaking to match players by in-game power within pools by platform
Please Don't Touch Anything, Unity
Software Engineer
2 Months, Spring 2020
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Implemented usability improvements and fixed bugs in the Quest port
DOOM & DOOM II, Unity and original source
Engineer
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Handled client-side 3rd party account management
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Created achievement system with PlayStation 4 and Xbox 1 implementations
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Implemented PlayStation 4 file management
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Attached activated add-ons to save files and added appropriate handling when loading those saves
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Went through cert process for all platforms for the initial release and multiple updates
13 Months
Winter 2019
Prey: Typhon Hunter, Unreal Engine 4
Engineer
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Reimplemented ability to transform into a prop and move around using physics
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Improved comfortability of VR for both first-person and a camera that follows a controlled character
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Refined bot AI for the competitive multiplayer mode
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Implemented a system to prevent VR hands from clipping through static geometry to support escape room puzzles
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Updated game mode state management and event handling based on design throughout the project
6 Months
Winter 2018
Work Experience
Senior Software Engineer, ForwardXP
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Collaborated across disciplines on internal and co-development projects using multiple development methodologies
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Designed, implemented, debugged, and optimized features in Unity, Unreal Engine, and UEFN
March 2020 - Present
Engineer, Nerve Software
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Worked with multi-disciplinary teams on multiple multiplatform projects utilizing Scrum
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Implemented, debugged, and optimized features in both Unity and Unreal Engine 4
May 2018 -
Feb 2020
Intern, PepsiCo
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Developed a methodology to establish a baseline for network traffic and created a command line tool to automate it
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Worked on a team to create a plan to increase adoption of collaboration tools company wide
3 Months
Summer 2016