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Kelson Wysocki

Software Engineer and Game Developer

Image of Kelson Wysocki.
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Recent Releases

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Verlet Integration with C++ and OpenGL

Physics Engine

A physics engine I built using C++ and OpenGL that simulates over 40,000 particles using verlet integration. I created custom profiler, logging system, and benchmark code. Optimizations include SIMD, octree, and multithreading.

SSP2023 (Spring/Summer Project 2023)

Third Person Action Game

A project made in Unreal Engine 5 as a way to practice. I primarily used C++ with Unreal to develop an action system, enemy logic with behavior trees, and EQS which used a dynamic nav mesh system for procedural levels.

Dynamic Lock-Free Hash Table

Academic Project

A C++ project I created using the paper High Performance Dynamic Lock-Free Hash Tables and List-Based Sets to implement a mostly lock-free hash table.

Graphing Calculator for Bezier Curves

Tool for graphing Bezier Curves

A small program used to visualize Bezier Curves and export their values to a CSV. I created this system to work with my custom interpolation system for Unreal Engine 5.

Home: Team Members

Personal Projects

verletintegration_gif_short.gif

Verlet Integration with C++ and OpenGL

Physics Engine

A physics engine I built using C++ and OpenGL that simulates over 40,000 particles using verlet integration. I created custom profiler, logging system, and benchmark code. Optimizations include SIMD, octree, and multithreading.

ssp_1.1.1.png

SSP2023 (Spring/Summer Project 2023)

Third Person Action Game

A project made in Unreal Engine 5 as a way to practice. I primarily used C++ with Unreal and developed an action system, enemy logic with behavior trees and EQS, and created a dynamic nav mesh system for procedural levels.

math_tool.png

Graphing Calculator for Bezier Curves

Tool for graphing Bezier Curves (Made with JUCE)

A small program used to visualize Bezier Curves and export their values to a CSV. I created this system to work with my custom interpolation system for Unreal Engine 5.

ce_main.png

WP2022 (Winter Project 2022)

Isometric Shoot 'em up (Made in Unreal Engine 5.1)

A simple isometric shmup set in a fixed arena that I created to gain more experience in Unreal Engine. I developed a custom ability system in C++ which is used by the player and enemies, allowing quick development of new and varied actions.

dlfht_main_edited.jpg

Dynamic Lock-Free Hash Tables

Academic Project

A C++ project I created using the paper High Performance Dynamic Lock-Free Hash Tables and List-Based Sets that implements a mostly lock-free hash table.

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Psychic Tribble

Top-down action-adventure

Coming Soon.

Coming Soon.
Home: Projects

Academic Team Projects

Main menu of Lucky Limbo.

Lucky Limbo (Unreal Engine 5.0)

AI and VFX Programmer

August 2022 - April 2023

  • Sole AI programmer and designer on three unique enemy types to create a variety of challenges for the player.

  • Used behavior trees to create an overall sequence of actions and inheritance was used to establish variation and uniqueness between enemy types.

  • Designed and implemented an enemy wave system made up of bursts.

  • Implemented animation logic for enemies using animation blueprints, notify nodes, and blendspaces.

  • Created VFX and game-feel elements for key interactions using Niagara Particle Systems.

Main menu of Alchemist's Grove.

Alchemist’s Grove (Unity)

AI Programmer

January 2022 - April 2022

  • Sole AI programmer and designer on two unique enemy types to create unique encounters for the player.

  • Used finite-state machines to create decision-making of enemies.

  • Synced animations and sounds to enemy behaviors and events using Unity's event system.

Title image of Monster-A-Salt.

Monster-A-Salt (Unreal 4.26)

AI Programmer and Technical Director

August 2021 - December 2021

  • Designed, implemented, and iterated on a boss and a non-boss enemy using behavior trees and animation blueprints to create an engaging combat experience.

  • Organized the tech team and adapted to meet the project's needs by corresponding with other departments, delegating tasks, and advocating for the needs of tech.

Title image of Bo's Big Adventure.

Bo's Big Adventure (Custom C++ Engine)

Gameplay, Graphics, and Tools Programmer

August 2020 - April 2021

  • Implementing player controller, physics, and behaviors.

  • Using DirectX to display 2D graphics.

  • Creating a particle system that communicates a reality-swapping mechanic.

Home: Projects

pEngine - Personal Project

pEngine is 3D game engine built in C++ using a component based structure, lua scripting, and a Dear Imgui editor.


The purpose of this engine was to get more practice with C++ and game engine architecture.

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