Karl Gluck: Software Engineer

I am a principal software engineer at Believer.
Here are more things I'm proud of!

AutoDevEnv sets up an Unreal Engine developer environment from a GitHub project in one step Pyria is a multiplayer ARPG in Unreal featuring AI-assisted tools for gameplay and content I was the first programmer hired on the League of Legends MMORPG. I established the codebase and iterated on core gameplay, systems, and tools for 4 years. Platycore, my framework for Google Apps Script, installs and runs apps using Sheets as a platform, database, UI and IDE solution Evidyon is my open-source multiplayer action RPG. It took 130,000+ lines of code and over 4 years to develop the client, server, engine, and tools. To make budgeting fun for myself, this Stardew Valley-themed mobile wallet rewards tracking spending with in-game items This Unity Editor tools demo shows the power of an intuitive interface with live feedback for character/controls/camera (3 C's) design iteration I prototyped Merridale, a colocated multiplayer fishing adventure game I championed and implemented gameplay tools for designers on League of Legends: Wild Rift and led development of automated testing Ominex is my prototype multiplayer RPG in Unity targeting extremely high-latency mobile devices I was Technical Director at Jolly until we were acquired by Riot Games in 2016 ThresholdJS implements Shamir's Secret Sharing algorithm for Bitcoin private keys (256-bit integers) Perfect Pixel Camera is my free solution for visual glitches caused by Unity's camera when making pixel-art games. ⭐⭐⭐⭐⭐ on the asset store! Labkit is a utility library to jumpstart a Unity project with features games commonly need Mini Mutants is my War Storm-inspired autobattler card game Omnibus is a rapid prototyping/creative coding library for Unity, like a high-performance & scaleable version of Keijiro's "Klak" I wrote Perfect Pixel Sprite to fix texture spilling issues for pixel-art games caused by subpixel offsets Golem is a Unity extension that integrates visual coding, state machines and data flow I wrote a tool that saved Intel 6+ months of logic redesign due to routing issues with the Silvermont (Atom Z3735E) processor. You can see its work in this die shot! Mashtag (M#tag) is a filesystem-based declarative data engine for error-tolerant bulk test result processing built in TCL I presented Evidyon at Cornell's annual Bits On Our Minds (BOOM) 2010 event At Intel, I supported internal EDA software (TCL/C) for 30+ design engineers I wrote Cryptasia to manage my passwords and used it daily for many years My undergraduate research with Prof. Hod Lipson developed a soft-bodied octopus robot using McKibben muscles I led a 6-person team writing cross-platform 3D printer software for one of the first open-source 3d printers, the Fab@Home My Network Game Skeleton is an open-source minimal networked 3d video game using DirectX 9 I learned C++ & DirectX by starting work on the MMO Born to Rule in middle school. Only took until graduation to run around in a 3d world together! My independent cryptography research paper Hash Ladders for Shorter Lamport Signatures re-discovered the Winternitz approach to quantum computing resistant digital signatures. This repo showcases sprite stacks, a nifty minimalist style for faking 3d objects using 2d sprites. Lab partners and I implemented a novel approach to geolocation combining Doppler shift and pseudorange that works with fewer than 4 GPS satellites. I wrote the code for a $50 ultrasound-based 3D positioning device with the ATmega microcontroller

Professional

I build games and tools across genres and platforms—from a ground-up indie MMO to AAA mobile games with international teams. I specialize in rapid iteration, creative empowerment, and bridging the gap between engineering and design.

Principal Software Engineer at Believer - Current

Working on a next-generation game with an incredible team. Updates when we go public!

Staff Software Engineer at Riot Games - 8 years

Prototyped gameplay, systems and tools for the Riot MMO and its predecessors in Unity and Unreal. Overhauled champion ability tools and automated testing suite with overseas partners and launched Wild Rift to millions of players worldwide.

Technical Director at Jolly - 2 years

Prototyped a bunch of Unity games, ran weekend-long game jams for recruiting, and hired/managed our intern team until we were acquired by Riot.

Software Engineer at Intel - 4 years

Maintained and integrated updates to the front end of Intel's latest internal chip design tools for a team of design engineers. Analyzed GPU performance and optimized OpenGL drivers for mobile devices.

Lead Developer on Fab@Home - 1 year

Recruited and led a student team developing software for the Fab@Home 3D printer, including a full pather/slicer implementation and printer driver framework.


Contact

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