My résumé is available for download in the following formats:
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2525 Ohio Drive, Apt 1002
Plano, TX 75093duncan.grimshaw at gmail dot com
(214) 629-0967
Game Experience
Brothers in Arms: Hell's Highway, Gearbox Software January 2007 – March 2007
Software Engineer (Internship)
- Worked with both native code and script in Unreal Engine 3
- Designed and added three new visual components and three textual components to a real-time AI debug system
- Implemented two custom place-able level design objects
Haunted, The Guildhall at SMU April 2007 – September 2007
Software Engineer
- Half Life 2 Single player project, 14 person team (4 programmers)
- Created a 3rd person camera system with environmental collision
- Extended the animation system to create and integrate four new animations
- Integrated four art assets
Heroes vs. Villains, The Guildhall at SMU July 2006 – September 2007
Software Engineer
- Unreal Tournament 2004 team project
- Created two weapons with new art and functionality
- Designed and built a unique rune gameplay system and three rune powers
- Implemented two player triggerable superpowers
- Worked closely with artists and helped integrate and place tens of custom assets
Kazaguruma, The Guildhall at SMU January 2006 – March 2006
Sole Programmer
- Wrote a Win32 based puzzle game
- Designed and implemented a unique gameplay mechanics with varied difficulty settings
- Created Four levels with score tracking from game to game
- Built a 2D level editor
Individual Projects
Shadow Map System (Master's Project)
- Implemented shadow maps, Trapezoidal Shadow Maps, and Variance Shadow Maps
- A variety of real-time modifiable values including shadow map size and light attenuation
- A hardware query system to cull out scene geometry that does not contribute to the scene
- Supports both spot and point lights
Multi-threaded D3D Renderer
- Supports asynchronous loading of assets
- Producer/consumer architecture with non-blocking FIFO
- Dynamic texture updates using frame local storage
Multi-threaded Profiler
- Portable system with the ability to be plugged in to different programs
- Written in C# using XNA and supports both single and multithreaded environments
- Supports two different visualizations of profile results for easy data analysis
Dual OpenGL and D3D Renderer
- Implemented HLSL and assembly shader support
- Skeletal skinned animation system using quaternions
- Chunked LOD terrain system with correct stitching
- Created normal map shaders in both HLSL and assembly
- Implemented real-time A* path finding with visual debugging
- Physically accurate water simulation using Verlet Integration
- 3DS MAX 8.0 exporter with custom file format that supports both static and animated meshes
Rampart 3D
- Implemented using Ageia PhysX SDK
- Physics based fort destruction game
Scripting Language
- Created script language with syntax similar to Unreal Script
- Support for multiple types including strings and vector containers
- Implemented lexical analyzer, parser, and virtual machine
Education
The Guildhall at SMU Plano, TX
January 2006 - Septebmer 2007
- Masters of Interactive Technology: Software Development
- Cumulative GPA: 3.911
Duke University Durham, NC
September 2001 - September 2005
- Bachelor of Arts in Computer Science
- Bachelor of Arts in Japanese
- Cumulative GPA: 3.3
Kyushu University Fukuoka, Japan
Summer 2004
Courses of Study
- Japanese Language
- Economics and Culture
Skills
Languages, APIs, libraries, Tools, and Engines
Languages: C++, Java, HTML, HLSL, x86 Assembly
APIs: DirectX 9, OpenGL, FMOD, Ageia PhysX
Engines: Half-Life 2, Unreal Tournament 2004, Unreal Engine 3
Applications: Visual Studio 2003, Visual Studio 2005, Microsoft Office 2003, 3D Studio Max 8.0, Adobe Photoshop CS2, Perforce, Tortoise SVN
OS: Mac OS X, Windows 95/2000/XP/Vista
Spoken Languages: Proficient in Japanese
Copyright © 2005-2007 Duncan M. Grimshaw and The Guildhall at SMU. All rights reserved.