My personal growth from curious high-schooler to senior software engineer goes hand-in-hand with the evolution of the art and science of software development. From my first program keyed into an Olivetti 101 (fibonacci sequence) to my current research into multi-platform game development tools, I always strive to create software that is concise, clean, understandable, and maintainable.I have professional experience in a broad range of industries and have enjoyed success in a variety of roles. I am effective working alone, in a team, and as a team lead. My solid analytical skills have proven crucial for establishing and documenting requirements, determining data needs, architecting systems, and in the planning, implementing, testing and deploying of solutions.I am known as a good communicator and explain complex concepts in easy-to-understand terms.I am not a cowboy.I value teamwork and enjoy making the most of everyone’s strengths.I am technology agnostic.After a hiatus to relocate to The Netherlands and be the primary caregiver for our children, I am actively searching for a new position, something that combines my strong technical abilities and creativity with my passion for problem solving and interest in emerging technologies.If you are looking for an experienced and enthusiastic developer, please contact me at david.kurensky@gmail.com.C, Amiga(68000), Atari Lynx(65c02), SQL, Oracle CASE, UML, OOP, OOAD, Visual Basic, C++, Objective-C, WebObjects, CVS, Java, J2EE, Python, LibGdx (iOS/Android), Android Studio, Gradle, Git, Unity3d
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Game DeveloperTiming Apr 2020 - Apr 2022Maastricht, Limburg, NetherlandsDesigned, created, and delivered via Play Store and App Store an onboarding game for Timing's largest client. The client has a number of warehouses in NL and Belgium that are staffed largely by temporary workers. They have large seasonal shifts in staffing and need to bring people on board quickly with minimal supervision.By playing a mobile game , a new worker can get an idea of what to expect from their first day on the job and be better prepared when they arrive on-site.The Game:The player walks around a 2.5D representation of the job site following steps in a quest which lead them through a simulated first day of work. Quest steps are things like "go to this place," "use the intercom," "talk with the supervisor."As play progresses, player interactions with objects or NPCs can trigger branching dialogs. These dialogs are used to teach the player about the company, the different parts of a warehouse, safety procedures, and the like. They are also used to quiz the player. Answer correctly and the quest continues!Features: The office areas of the game are a 1:1 representation made using the client's technical drawings. Used photographs of on-site lockers, posters, etc. when creating game assets. A branching quest system using JSON files to define required actions, next steps, rewards for completion, etc. Warehouses have unique quests and dialog. Internationalized dialog system for player interaction and quizzes. Dialogs are based on the active quest. For example, the player is supposed to find the supervisor so an NPC suggests checking the cafeteria. That NPC interacts differently at another time. 3D rigged models with multiple skins for the player and NPCs. This allows for dynamic clothing, animation, and positioning in 3D. At render time models are projected to 2D. All physics is 2D. Visual assets are 3D models rendered using Blender to 3/4 view and brought into GIMP for cleanup. Audacity for sound effects Made with Godot for iPhone/Android -
Game DeveloperSelf Apr 2016 - Apr 2020MaastrichtWanted to start developing apps, specifically games, for mobile devices. Android was a natural fit due to my comfort with Java but I also wanted to target iPhone. So I began looking at tools and libraries for cross platform game creation.Options:- Unity- Unreal- LibGdx- JMonkeySettled on LibGdx- Java- Android/iOS- Small footprint. Not looking for game engine and editor.The game:- 2D top down, tile-based arcade tank game.- Minimal assets. Rectangle drawing for everything except background tiles, collectables.- Minimal inputs (two thumbs) available. So auto-targeting.- Homegrown particle system for explosions, rub effect, etc.Workflow:- GIMP for what sprites there are.- Tiled for level creation.- Logic Pro for music.- Microphone and mouth for sound effects.- Android studio / Gradle / Git / LibGdxAlpha testing and distribution- Google Play publishing.- Apple provisioning, TestFlightCurrently in closed alpha. If you'd like to take a test drive, contact me and I'll add you to the test group.
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Coo Huis KurenskyHuis Kurensky Nov 2012 - Mar 2016Maastricht, NetherlandsMy wife and I decided to move our family to the Netherlands and that one of us would remain home to be with our two children during the transition and up until they reached a certain age. As such, I became the stay-at-home caretaker for our family.During this time, I supervised the reconstruction of our new house, learned Dutch, was a member of the oudervereniging at our kids' school, learned to play bass guitar, started a band, repaired a bunch of bikes, and made a lot of coffee!
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Senior Software EngineerCatalyst International, Inc. (Now Aptean) Nov 2004 - Mar 2007Greater Milwaukee AreaWorked as part of the product development team to provide bug fixes and software enhancements to the following subsystems of the Catalyst universe: Warehouse Management System, Transportation Management System, Yard Management System, Labor Management, RFID, Slotting.Investigated bug reports and analyzed potential solutions by interviewing knowledge experts within the organization. Devised solutions, implemented the appropriate fix/enhancement, led code reviews for the solution and ultimately had the changes integrated into the appropriate release.Work was done in various combinations of Java, JSP, XML and SQL.
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Senior Software EngineerThird Wave Technologies Apr 1999 - Mar 2004Madison, Wisconsin- Invader Creator Software (tm)+ A data-driven, web-based system for designing, ordering, storing and queuing for production the DNA/RNA components of Invader Assays used to detect genetic variation in clinical and research samples.+ Led requirements gathering sessions and drafted formal requirements specifications which drove all development and testing.+ Architected the system, designed the data and object models and did development of all tiers in Java J2EE. + The system does thermodynamic calculations using proprietary algorithms and data tables to determine the makeup of genetic strands which comprise a test kit. It also does rules-based analysis of the strands to predict the ease of their production and efficacy of their use.- Primer Designer for Multiplexed PCR+ Augmented the Invader Creator to design PCR (Polymerase Chain Reaction) primers needed to amplify stretches of DNA.+ Led scientists through the requirements gathering process to determine algorithms and other requirements, drafted formal requirements, and developed the solution.+ The system computes and designs primers so that large numbers of primers can work simultaneously without cross-interference.- Technology Access Program+ Led a team which augmented the Invader Creator Software to allow qualified business partners to access the system over the internet.+ Architected and implemented a mechanism to conditionally grant access to different areas of functionality based on a permission profile.+ Led team members through the process of replacing the display tier with JSP pages.- Invader Creator Online+ Worked with a team to further open the Invader Creator to users via the internet. Led the effort to replace the persistence tier with Thought Inc.'s Cocobase O/R mapping tool.- MFold Integration+ Customized M. Zuker's MFold prediction algorithm for use by Invader Creator via C++ algorithms accessed over JNI. -
Senior ConsultantWhittman-Hart / Marchfirst Dec 1995 - Jan 2001Greater Milwaukee Area- Payne and Dolan, Incorporated+ Worked with a team on a construction bidding system to keep track of cost items comprising a bid for a construction project. Visual Basic against a SQL Server database.- JDTV (now www.zap2it.com) Internet television listings system (1997-1998)+ Gathered requirements from client and worked as part of a team to develop a dynamic television listings application which allows visitors to view, search, and customize television listings. Developed system using WebObjects for Java/ObjectiveC against an Oracle database.- Derse Exhibits (1996-1997) DGIMS (Display Graphics Inventory Management System)+ Developed system using VB/MS Access. System kept an inventory of display graphics used at conventions and trade shows, allowing workers to track the movement of the components from various convention locations to/from the storage warehouse. -
Software EngineerBalr (Consulting) Dec 1992 - Oct 1995Greater Chicago Area- Loral Medical Imaging Systems (1993 - 1995)+ Worked as part of a large team programming the Apple Macintosh using MPW to provide bug fixes and feature enhancements for several applications in their Picture Archiving Communications System (PACS). Since the development process in place was required by law to be audit-able by the FDA, all aspects were subject to a high level of control. This required adherence to a strictly defined process of coding, testing, and documentation.+ Led and otherwise participated in review sessions for all deliverables.+ Coding done in Object Pascal and C++.+ Development included writing feature requirement specifications, high and low level design specifications, test specifications and reports, software problem analysis, and other documents supporting all phases of the engineering process in place.- McDonalds Corporation (1992-1993)* Augment and support sales graphing application. X Window, display postscript. The system made global sales information viewable in a variety of colorful graphs and charts. Worked on site at global headquarters to customise, tweak, fix, and otherwise manipulate the programs that created the postscript files used to display the data.
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Lynx ProgrammerAtari 1990 - Jul 1992Lombard, Illinois+ Developed games for the Lynx color handheld game system. One programmer was responsible for all aspect of a game's development, including game logic, graphics, I/O, sound, multiplayer communication, etc. All code was written in 65sc02 assembly language.+ Wrote graphics manipulation tools on the Commodore Amiga to ease integration of art assets.+ Hid Amiga computers during media events or tours. -
Amiga ProgrammerBanana Development 1987 - 1989Milwaukee, WisconsinSmall game studio which did porting work mostly for Konami to port arcade games to PCs and Commodore Amiga. I was the Amiga division. Worked in a combination of C and 68000 assembly.
David Kurensky Skills
David Kurensky Education Details
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Computer Science And Music Performance (Double Major)
Frequently Asked Questions about David Kurensky
What is David Kurensky's role at the current company?
David Kurensky's current role is Game Developer.
What schools did David Kurensky attend?
David Kurensky attended University Of Wisconsin-Madison.
What are some of David Kurensky's interests?
David Kurensky has interest in Gamification, Playing Music, Games, Emerging Techonogies, (Mountain) Biking, Video Games.
What skills is David Kurensky known for?
David Kurensky has skills like Requirements Analysis, Software Architecture, Software Design, Software Development, Data Modeling, Java, C++, Assembly Language, Databases.
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