Shea Rozmiarek is a software engineer based in Austin, Texas with nine years of professional experience and a Computer Science degree from UT Austin. At National Instruments since 2018, Shea applies full-stack and back-end skills to deliver reliable engineering solutions in a product-focused environment. An active open-source contributor, Shea has worked on game-engine and tooling projects such as the Majora’s Mask decompilation (zeldaret/mm) and Shipwright, contributing deep reverse-engineering, documentation, and save-editor UI work. They bring a knack for digging into legacy code and asset pipelines—fixing texture cache issues and annotating complex effect systems—to make inscrutable systems maintainable. Colleagues describe Shea as a practical problem-solver who balances low-level code analysis with user-facing interface improvements. This blend of reverse-engineering curiosity and product engineering experience enables Shea to bridge research-like code archaeology with production delivery.
9 years of coding experience
Bachelor's degree, Computer Science, Bachelor's degree, Computer Science at The University of Texas at Austin
Decompilation of The Legend of Zelda: Majora's Mask
Role in this project:
Back-end Developer
Contributions:1 release, 97 reviews, 51 commits in 2 years 2 months
Contributions summary:Shea's commits primarily involve documenting and annotating code, specifically focusing on the `z_eff_*` files, indicating a deep dive into the game's effect system. They also ported documentation from another project, likely OOT, focusing on cutscenes, which suggests an effort to understand and port existing documentation to improve understanding. The user also decompiled a code file (`code_0x800AF710.c`), further supporting the involvement in reverse engineering and code analysis.
Contributions:15 reviews, 35 commits, 39 PRs in 6 months
Contributions summary:Shea primarily focused on enhancing the save editor functionality within the repository. Their work included adding a save editor interface with features for modifying player information, and the user also implemented quest, equipment, and flag editors. They addressed several texture-related issues, invalidated texture caches in key areas like dungeon maps, and provided additional user interface elements, such as the DPad buttons.
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