Benjamin Lewis

2601 Frankford Rd, #903, Dallas, TX 75287


GAME EXPERIENCE
  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
  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
  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
  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
  The Guildhall at SMU - Junk Puncher 2006-Present
Sole Programmer
  • 2D game engine
  • Custom blitting and post processing effects
  • Sprite animation
  • 2D physics system
  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
  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.
RELATED WORK EXPERIENCE
  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
  United States Military 1994-2003
US Navy(1994 -1999), US Army National Guard(2000-2003)
EDUCATION
  The Guildhall at Southern Methodist University 2007
Plano, Texas
  • Professional Certificate in Digital Game Development, Software Development
  • Current GPA: 3.6
University of Advancing Technology 2005
Tempe, Arizona
  • BS, Software Engineering, Cum Laude
COMPUTER SKILLS
 
  • 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

Also available in Miicrosoft Word or Adobe PDF