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Unannounced Title ( Unreal 3 Engine ),
Gearbox Software
February 2007 – March 2007
Gameplay Programmer Intern
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Implemented a fluid-based effect weapon
and automatically controlled weapon
-
Built an analog input sensor for the game
controller
-
Created a physics ragdoll for the main
model
Son of Ithaca (Half-Life 2 Project),
Guildhall
April 2007 – September 2007
Programmer, Team Size: 13
-
Implemented a 3rd person
camera with automatic yaw and pitch
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Created an AI to do melee and range
combat with individual and squad tactics
Heroes versus Villains (UT 2004 Project),
Guildhall
October 2006 – December 2006
Programmer, Team Size: 10
-
Implemented an automatically switching
weapon system
-
Created teleport and healing character
abilities
-
Implemented fireball and flaming particle
effect
-
Programmed HUD elements for displaying
health, ammo, and energy
Space Kingdom,
Guildhall
January 2006 – March 2006
-
Featured in Summer Guildhall Exhibit 2006
as one of seven 2D game finalists
-
Programmed a 2D graphic engine for Win32
with alpha blending, parallax scrolling, normal mapping, fonts and
scripted-defined animations
-
Implemented Particle effect system for
explosion effects
-
Developed a map editor with Java
including simulating enemy action feature
-
Integrated FMOD for music and sound
Game Technology Experience
HTN planning system
April 2007 – September 2007
-
Built a Decision Making System with a
Planning System Architecture
-
Implemented a system to formulate dynamic
plans for handle a large and complex AI system
-
Created a Planning System for use with
Source SDK
-
Supports individual and squad behaviors
3D Rendering
Engine April
2006 – December 2006
-
Implemented a dual API (Direct3D /
OpenGL) 3D Rendering engine
-
Created a 3d max model exporter with
skeletal animation information-skinning
-
Wrote shader programs for skeletal
animation and normal mapping
-
Developed a patch-based LOD terrain
system with quad tree for frustum culling
-
Features a Quake3 map loader with light
map
-
Built in A* path finding for terrain
Multithreaded 3D Rendering
Engine October 2006 – December 2006
-
Three thread rendering engine; managing
Direct3D Thread, fetching rendering command to Direct3D thread and
asynchronous material loading thread
-
Used an asynchronous non-blocking command
FIFO for communicating between threads
-
A graphic profiler to measure the
communicate and execution time for each thread
A Clone of Katamari Damacy
October 2006 –
December 2006
-
Integrated the AGIEA PhysX engine to my
3D Rendering Engine
-
Implemented physics-based gameplays the
same as Katamari Damacy
Interpreted Scripting
Language
October
2006
-
Designed a grammar for a C-like syntax
with dynamic-typed variables and vectors
-
Implemented a lexical analyzer to
transform scripts to tokens
-
Programmed a parser to build a syntax
tree from tokens
-
Implemented a byecode generator
-
Created a stack-based virtual machine
which can do recursive function and call c++ native code
Physics Simulation
September 2006
-
Implemented particle systems with mass –
spring and damping
-
Created a ragdoll simulation with
constraint spring and damping
-
Implemented a rigid body simulation
-
Used Forward Euler, Verlet and RK4
integation
Virtual World with Cluster Technology,
Kasetsart October
2001 – February 2002
-
Used a cluster technology for balancing a
number of clients for each server
-
Created a network system for
communication between a client to a server and a server to servers
-
Represented the virtual world as a 3D
world with VRML on the web browser
-
Implemented a demo with a chat system
where users can navigate around the 3D world
Languages:
C/C++, Unreal Script, Java, assembly, HTML,
C#, Perl
API:
Win32, DirectX, Direct3D, OpenGL, HLSL(FX),
GL assembly, FMOD
Artificial Intelligent:
A*, finite state machines, group AI,
goal-based planning system, min-max tree
Physics:,
Newtonian dynamics, collision detection, collision response, numerical
integration schemes (forward Euler, implicit/backward Euler, midpoint,
Runge-Kutta), spring-mass system, rigid body motion
Graphics:
BSP, terrain, skeletal animation, shaders, terrain, frustum culling
Software Engineering:
Design patterns, objected-oriented programming
Math:
Calculus, linear algebra, differential
equations, spine, numerical analysis and algorithms
Application:
AGIA PhysX, Microsoft Visual Studio .NET, Unreal Engine 2.5,
Unreal Engine 3, UnrealEd, Quake 3 Engine, Hammer, source engine,
Adobe Photoshop, 3Ds Max 8, Windows XP, UNIX, Linux, Perforce,
Subversion(SVN), CVS, vi, Microsoft Office ( Word, Excel, Project)
The Guildhall at SMU
Plano,
Texas
Master of Interactive Technology in Digital Game
Development September 2007
Specialization in Software Development
Kasetsart
University Bangkok,
Thailand
Bachelor of Engineering in Computer
April
2002
Digion
Entertainment
Bangkok, Thailand
Java mobile game
programmer February
2004 – September 2004
E-Professional
Bangkok, Thailand
Java
Engineer May
2002 – January 2004
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