Icarus Studios, LLC
ProgrammerCary, NC Nov. 2007 - Present
- Developer on Fallen Earth MMO/Icarus Tool Suite
- Tools devloper for proprietary world and level editing software
- Optimized inherited tools for resource considerations (reduced memory footprint 30%)
- Integrated SpeedTree features, improved tree library loading routines and rendering performance for a more responsive user experience
Emergent Game Technologies
Programmer, InternshipChapel Hill, NC Jan. 2007 - Mar. 2007
- Developer on Gamebryo/AGEIA PhysX GDC demo (Xbox360/PS3/PC)
- Implemented sound system (Miles Sound System for Xbox360/PS3/PC)
- Programmed input system and game play mechanics
- Tools development (C# / Managed C++/C++) for Gamebryo? 2.3 SceneDesigner tool
The Guidhall at SMU
Software Developer, Student
Plano, TX Jul. 2005 - Sept. 2007
Technical Projects
- Designed multi-threaded D3D graphics engine utilizing a producer/consumer thread system with a thread pool for job tasks and minimal-lock FIFO command buffers for thread message passing
- Developed Texture Synthesis algorithms application to demonstrate texture quilting, single resolution synthesis, and multi-resolution accelerated synthesis
- Created threaded application profiling system and XNA graphical application tool for viewing profile system output
- Designed and created custom C-style scripting language, compiler, and virtual machine
- Designed graphics engine for cross-API development (DirectX and OpenGL), engineered engine features such as materials system (texture and shader integration), render state manager, camera system, chunked-LOD terrain, and a physics-based particle system
- Developed shader-based skinned skeletal animation system (4 bone influence per vertex); integrated with graphics engine
- Created custom model file format and exporter plug-in for 3DS Max 8 to export animated model with tangent space computed on export
- Shader development (OpenGL assembly and HLSL) for normal mapping, skinned animation, and vertex based cartoon shading
- Created physics simulation demo (3D Lunar Lander) implementing RK4 numerical integration. Simulation consists of a basic height map/model origin ray-based collision system, physical particle system, and flexible camera tracking/user input system
- Programmed math library with vector, matrix, and quaternion implementations. Wrote unit and performance tests for validation
- Developed A* path-finding and chunked LOD terrain demo
- Developed input handling system for keyboard, mouse, and game controllers in Windows games/applications
Game Projects
Project 5b
Served as sole programmer on a three month 2D (Win32) game demo project. Created script-based dynamic GUI and entity system. Developed graphics file (bmp, tga, jpg) class/manager/display systems. Designed entity manager and collision detection system. Created sound system (MP3, WAV, loading and data management) using the FMOD sound API
Haunted, Half-Life 2, 14 person team project
Primary AI programmer for a six month team project based on Half-Life 2. Developed AI behavior for all in game entities. Expanded flashlight lighting system behavior to produce dynamic shadows/create damage to enemy entities per gameplay requirements
Steam Warfare, Unreal Tournament 2004, 10 person team project
Served as a programmer for a three month team project based on Unreal Tournament 2004. Implemented gameplay mechanics per design requirements. Developed character class selection system and associated GUI. Created new weapons behaviors and effects. Guildhall selected entry for 2007 IGF : IGF Site
Durham Games
Programmer, Owner
Chapel Hill, NC Nov. 2004 - Present
- Developed game software using C++, Direct X and OpenGL
- Gameboy(R) Advance Development experience
- Tools development for 2D game (level editor, entity editor, GUI script)
- 2D Game Development (Win32 API)
Work Smart, Inc.,
Systems Engineer
Durham, NC Mar. 2005 - Jun. 2005
- Provided support for proprietary and commercial/proprietary software and hardware
- Installed network equipment and cabling for external business clients
Strategic Technologies, Inc.,
Systems Engineer
Cary, NC Jun. 2004 - Mar. 2005
- Provided support for high-end Sun server systems for external business clients
- Managed server backup systems (Veritas) and rebuilt server hardware
- Served as remote administrator on server systems for external clients
United States Marine Corps
Information Systems/Ammunition Specialist
United States, NC/AL/VA,Japan Nov. 1997 - Oct. 2001
- Designed and developed an extensive personnel management database used by Marine Corps Ammunition Supply Point
- Instructed users on Microsoft Office and Small Computer Systems Maintenance techniques (software and hardware)
- Provided desktop systems and network technical support (Dell and Cisco equipment)
- Supported legacy equipment and specialized hardware (ammunition inventory systems)
- Multiple award rifle and pistol expert
Skills and Software
- C/C++/C#
- Xbox360 Development hardware/software experience
- PS3 Development hardware/software experience
- DirectX9c
- OpenGL
- Matrix & linear algebra
- Gamebryo 2.2/2.3
- Miles Sound System 7
- SpeedTreeRT 4.1
- Perforce
- SVN/Tortoise
- UnrealScript (UE 2.5)
- HLSL/GLSL
- HTML, CSS
- Microsoft Office 2003 (Word, Excel, Project, Outlook)
Education
Graduate Certificate in Digital Game Development, The Guildhall at SMU - September 2007
Specialization in Software Development
I Look Forward To Hearing From You
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