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Team Projects Resume  
           
  Resume    
 

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                                                                                 Email: panupak.m@gmail.com

 
       
 

Game Experience


Unannounced Title ( Unreal 3 Engine ),
Gearbox Software                                   February 2007 – March 2007
Gameplay Programmer Intern
  • 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
  • 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

Skills

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)

Education

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

Work Experience

Digion Entertainment                                                                                                           Bangkok, Thailand
Java mobile game programmer                                                                           February 2004 – September 2004

E-Professional                                                                                                                      Bangkok, Thailand
Java Engineer                                                                                                              May 2002 – January 2004

 

 
       

Copyright © 2007 Panupak Methachaiyasit and The Guildhall at SMU. All rights reserved.

 

The Guildhall at SMU