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Microsoft Word Plain Text Justin Marcus 6516 Kiowa Ct. jmarcus@smu.edu Plano, Tx. 75023 students.guildhall.smu.edu/c5/24161076/ (972) 816 - 9962 Game Development Experience Unannounced Title- Gearbox Software June – September 2006 · Programmer – Contributed to an unannounced title using the Unreal Engine 3. · Implemented a system so that allows characters to turn their head to look at game entities. · Implemented a custom HUD system including a player avatar, and status bars built using Unreal 3’s material system. · Replicated data over the network to support the above systems. · Implemented various Kismet (Unreal 3’s visual scripting system) controls.
Grimoire September 2006 – March 2007 · Programmer – a Half Life 2 project in which two Witches must battle for a powerful Grimoire (spell book). · Implemented a spell manager which casts spells and controls animation based on the player’s input. · Implemented gameplay code for the shield, maelstrom, teleport, and lightning spells. · Responsible for writing and maintaining the “qc” files which describe how player models should animate.
Proc Edit September 2006 – March 2007 · Sole Programmer – an editor which can efficiently deal with procedural game entities. · Currently, it supports the creation and deletion of entities, and the editing of their attributes, including integers, floats, a range of values for random integers and floats, vectors, and orientation specified using Euler angles. Additionally, functor attributes may be defined and called from the attribute dialog.
Hydra Render 2 January – June 2006 · Sole Programmer – a much more flexible rewrite of the first Hydra Render engine. · A dual rendering engine that uses identical function calls and produces equivalent results in both Direct3D and OpenGL with the exception of vertex and pixel shader support which varies according to the API used. · Supports ARB Vertex and Fragment programs in OpenGL and HLSL in Direct3D. · Implemented DOT3 bump mapping using Shaders in both OpenGL and Direct3D. · Projects using Hydra Render 2: o Watercolor Post-processing Effects April – June 2006 § Accounts for edge darkening, pigment granularity, paper texture, run and flow, and color glazing. § The technique is similar to toon shading with some additional post processing. § Shadow mapping with a point light is implemented via cube maps. o Skeletal Animation January – March 2006 § Animates a character model using bones and key frame poses. § Supports bump mapped models. § Wrote an export plug-in for 3ds Max 7 that exports models to a custom file format. o Terrain April – June 2006 § Terrain is height mapped and broken into chunks stored in a quad tree. § Has a static LOD scheme which takes into account the intrinsic detail in any one chunk, and which is dependent on the viewer’s position. § Terrain is lit.
Hotdog April – June 2006 · Sole Programmer – a scripting language. · Hotdog is stack based, and is compiled into a byte code which runs on a virtual machine. · Consists of a lexical analyzer, parser, compiler, and virtual machine. · Has support for native functions implemented in C++.
Great Winter January – March 2006 · Programmer – an Unreal Tournament 2004 project where players try to kill the opposing team’s god. · Implemented the gods including proper spawning, scaling, health dependant on the number of players in the game, and behavior tweaks. · Created an attack for the gods by creating a custom weapon for them. · Modified GUI to remove unnecessary elements. · Added custom emitter effects to rune power-ups, and code to control when emitters were active. · Added sound effects for one character. · Worked with a team comprised of artists, level designers, and programmers.
Hydra Render September – December 2005 · Sole Programmer – the first version of my rendering engine. · A dual rendering engine which implements an identical interface for both Direct3D and OpenGL. · This includes a Particle system with customizable emitters. · Projects using Hydra Render: o FPS Demo § A first person shooter demo built with the first Hydra Render engine. § Features height mapped terrain with randomly placed vegetation, moving water, a particle based laser gun, and a particle based splash effect. o Terrain Editor § A real time terrain editing system featuring separate texture and height edit modes. § Terrain is height mapped and broken into chunks stored in a quad tree. § Each chunk can be textured with up to five unique splats which can be painted and erased. o BSP Loader § Loads and displays Quake BSP maps. § Properly casts rays using the BSP tree. § Supports both PVS and Frustum Culling. § Textures the map with both diffuse textures and lightmaps.
Santa Saves Christmas July – September 2005 · Sole Programmer – A 2D side-scrolling action game in which Santa must save Christmas from the evil Bizarro-Santa and his gremlin henchmen. · Implemented the tile and sprite rendering systems from scratch including all code needed for blitting with transparency and alpha blending. · Implemented all gameplay logic, HUD, special effects, and collision detection code.
Skills Languages/ API’s: C++, C, Direct3D, OpenGL, HLSL, OpenGL ARB Shader Assembly, Unreal Script, JAVA, MIPS assembly. Operating Systems: MS Windows (95, 98, 2000, XP), UNIX. Software: Visual C++, JEdit, UDE, JAVA SDK (command line), MS Word, Excel, Project, PowerPoint, Subversion, Perforce.
Education The Guildhall at SMU, Plano, TX March 2007 Masters of Interactive Technology in Digital Game Development, Software Development, GPA 3.925
The University of Texas at Dallas, Richardson, TX May 2005 Bachelor of Science in Computer Science, Magna cum Laude, GPA: 3.762 |