Benjamin Lewis
2601 Frankford Rd, #903, Dallas, TX 75287
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| GAME EXPERIENCE |
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Fountainhead Entertainment- Orcs and Elves II |
2005-Present |
Programmer
- Fixed and tracked bugs on four different versions of the title
- Responsible for mirroring any code changes between versions
- Set up build process for the low-end BREW port of the game and fixed initial game loading bugs
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The Guildhall at SMU- PECK! |
2006-Present |
Sole Programmer
- Developed a 3D engine using screen capture registers for dual-screen 3D
- Created a bitmap tool to export DS-specific 16-bit color format binary files
- Features touch screen gamplay and stereo sound
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The Guildhall at SMU- Grimoire |
2006-Present |
Programmer, team of 15
- Half Life 2 Source project
- Created a new menu system using the VGUI library
- Implemented a new HUD system and in-game information elements
- Worked closely with both level designers and artists in creating the menu
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The Guildhall at SMU- Ransacked! |
2005 |
Programmer, team of 12
- Unreal Tournament 2003 project
- Created a crossbow weapon with a unique charging mechanism and custom projectiles
- Constructed 'Guild Seal' and 'Guild Chest' objects in code for a variation on the CTF game style
- Modified the CTF game rules to accomodate the new style of play
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The Guildhall at SMU - Junk Puncher |
2006-Present |
Sole Programmer
- 2D game engine
- Custom blitting and post processing effects
- Sprite animation
- 2D physics system
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The Guildhall at SMU - Ignavus Scripting Language |
2006 |
Sole Programmer
- Designed a grammar for a simple scripting language
- Wrote a parser, tokenizer and compiler
- The compiler was able to print token and line number error details
- Created a virtual machine in C++ that excecuted the Ignavus byte code and managed memory allocation
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The Guildhall at SMU - 3D Rendering Engine |
2006 |
Sole Programmer
- Developed a dual API (DirectX / OpenGL) 3D rendering engine
- Height mapped terrain engine with quad tree subdivisions and multiple splat textures.
- Created a real-time editor to modify the height map and texture splat data.
- 3Ds Max exporter and custom engine importer that included 3Ds mesh, bones and quaternion interpolated animation systems.
- FX and assembly OpenGL vertex and pixel shaders for per pixel lighting and bump-mapping.
- BSP model importer and BSP node collision detection.
- Customizable particle system.
- FMod sound library support.
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| RELATED WORK EXPERIENCE |
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Discount Tire Co. / America's Tire Co. |
2000 - 2005 |
Web Designer
- Created interactive online applications for www.tires.com and associated Discount Tire websites using ActionScript, JavaScript, and Java Struts tags
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United States Military |
1994-2003 |
| US Navy(1994 -1999), US Army National Guard(2000-2003) |
| EDUCATION |
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The Guildhall at Southern Methodist University |
2007 |
Plano, Texas
- Professional Certificate in Digital Game Development, Software Development
- Current GPA: 3.6
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| University of Advancing Technology |
2005 |
Tempe, Arizona
- BS, Software Engineering, Cum Laude
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| COMPUTER SKILLS |
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- C++, C, C#, Java
- DirectX 9.0 and OpenGL
- OpenGL assembly and FX vertex / pixel shaders, HLSL
- Visual Studio.Net, NetBeans IDE, Eclipse, Photoshop CS, 3Ds Max, WinCVS, TortoiseSVN, UncodeX, Unreal 2004 Editor, MS Office, Word, Excel, Powerpoint
- 3D Linear Algebra - Matrices, vectors, quaternions, SLERP
- Hierarchical Animations
- FMod sound library
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