Resume#

Programming#

Tools#

I utilize open-source software for development.

  • Languages: C#, Python, Markdown, reStructuredText, HLSL, GLSL, and PowerShell

  • Version control: Git (GitHub, GitLab) and Subversion (TortoiseSVN)

  • Source code editors: Notepad++, Visual Studio Code, and PyCharm

  • Project management: Redmine

  • Documentation generators: MkDocs and Sphinx

  • Research and development: Zotero, Logseq, and draw.io

  • Other: PowerShell Terminal

  • Learning: Rust

Experience#

Project Reality: Battlefield 2#

Date:

2021 - Present

Link:

https://www.realitymod.com/

As a developer for Project Reality: Battlefield 2, I:

  • Collaborated with other developers on new features

  • Assisted new contributors with development

  • Published development blogs to update the player community on game progress

  • Utilized Redmine for tracking changes and updates, and TortoiseSVN for version control

  • Implemented various features, including:

    HLSL updates
    • Rewrote shader codebase to Shader Model 3.0

    • Ported shader assembly to programmable shaders

    • Rewrote post-processing suppression, thermal pixelation, and water reflection

    HLSL implementations
    • 16x anisotropic filtering support

    • Complete per-pixel lighting

    • Distance-based fog

    • Logarithmic depth buffering

    • Offmap terrain procedural sampling

    • Valve Software’s Half-Lambert Lighting

    Python implementations
    • Python-generated dynamic AI view distance setting

    • Reformatted codebase for PEP-8 standards

    • Extended bot loadout to spawn with standard and alternate kits

    • Optional randomized bot loadout kits via Python

  • Maintained and contributed to several related projects, including:

    RealityDocs

    Ported the team’s modding documentation into a static documentation site

    RealityShaders

    Maintained an open-source repository for Project Reality’s updated shaders

    RealityUDL

    Updated Project Reality’s language support for Notepad++

Projects#

ReShade Shaders#

Date:

2020 - Present

Link:

papadanku/CShade

I created CShade, a library of image and video processing shaders, which includes:

ReadShade#

Date:

2024 - Present

Link:

ReadShade/ReadShade

I launched a documentation site for ReShade-related support using MkDocs and collaborated with Depth3D to create a documentation site.

PythonicEngine#

Date:

2023

Link:

papadanku/PythonicEngine

I spent a weekend in 2023 following Coder Space’s Python 3D Engine Series and learned about:

  • Adding geometry, basic lighting, and a camera to a scene

  • Best practices: mipmapping, gamma-correction, and code refactoring

  • Fundamentals of the OpenGL pipeline

  • Using PyGame, ModernGL, and PyGLM to make an engine

  • Differences between Vertex Buffer Objects (VBOs) and Vertex Array Objects (VAOs)

I also learned about code refactoring through polymorphism, creating a skybox, plane-based skyboxing, and smooth shadowmapping, and used Sphinx to generate documentation for the project.


Content Creation, Social Media Management#

I utilized a range of hardware and software to create content for social media channels.

Hardware
Camera:

Sony Alpha 6000

Lens:

Sony SELP 1650

Software
OBS Studio

Desktop recording and media muxing

yt-dlp

Media downloading and conversion

Video Production
Media Conversion

Project Reality: Battlefield 2#

Date:

2023 - Present

Link:

https://www.realitymod.com/

As a social media manager for Project Reality: Battlefield 2, I:

Personal Social Media#

Date:

2022 - Present

As a personal social media manager, I:

  • Maintained a YouTube page for promotional and personal videos

  • Utilized a note-based template system through Logseq to streamline content creation

  • Engaged with the audience and reflected feedback

  • Monitored audience data using YouTube Analytics