Automation Engineer at RockstarDistributed Codebuilder and Smoketester
At Rockstar Games, I worked on a distributed building and testing system. For every commit of the game code, we needed to compile a massive project including engine code, assets and game scripts for 10+ platforms, and then smoketest each of those with hundeds of tests, in as little time as possible. My work consisted of improving and creating tools using C# and WPF that helped manage this massive fleet of VMs and provided timely and meaningful feedback to the game developers.