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Engine Programmer, Graphics Programmer, CodeSamurai 

Contact Information


Arturo Caballero
6820 Preston Rd. Apt #13310


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Resumé

GAME EXPERIENCE
Unannounced Game Title, Infinity Ward, Activision June-Sept ‘06
Programmer, Internship
  • Tasks included development on Xbox360, huffman compression, automated assert reporting, custom UI for user game mode customization, and bug fixing
  • Improved usability and efficiency of studio’s main development tool by redesigning UI, incorporated functionality for user feedback, integrated with existing tools, fixed memory leak issues, and optimized threading
  • Communicated with designers to implement requested features
Great Winter, Guildhall, Unreal Tournament 2k4 Team Project Jan-March ‘05
Lead Programmer
  • Implemented AI for boss type characters, custom health pickups, rune/altar system with five different team powerup abilities, and cinematic end game sequence
  • Responsible for coordinating a team of four programmers, ensuring all tasks are being completed
  • Managed and assigned all programming tasks
  • Collaborated with art and design Teams
  • All evaluations as leader and team member exemplary.
Toybox Heroes, Guildhall, Half Life 2 14 Person Team Project Sept-March ‘07
Lead Programmer
  • Implemented custom UI system incorporating controller input, custom gameplay rules including match/round System, and custom shader effects
  • Managed team of five programmers including scheduling and assigning all tasks
  • Coordinated with art and design Teams
Rise of the Oshida, Guildhall, 2D Real-time strategy Game Demo June-Sept ‘05
Sole Programmer
  • Isometric perspective, scrolling tile based RTS game.
  • Features include: enemy AI, group pathing, map editing tool, fog of war, sprite-based animation, A*, and goal oriented action planning decision making

GAME TECHNOLOGY
Playstation 2 Terrain Rendering Sept-March ‘07
  • Developed rendering engine for the PS2 as part of Master’s Project using Playstation 2 Linux Kit
  • Focused on utilizing PS2 hardware with the Vector Units and Microcode
  • Implemented 3D transformations, DMA manager, fixed point data type, and heightmap terrain rendering
OpenGL/Directx 9 Dual Rendering Graphics Engine Sept-June ‘06
  • Graphics engine functioning identically for the client in both graphics APIs
  • Supports BSP levels, quad tree scene graph, frustum Culling, and 3ds model loading
  • Shaders using GLSL, HLSL, GL vertex and fragment programs, bump mapping, parallax mapping, and water simulation including reflections
  • Particle systems, skeletal character animation, and patch based terrain LOD
Physics Simulation May ‘06
  • System for setting up and simulating particle physics systems such as mass-spring dampening systems, and cloth simulation systems
  • Implemented forward Euler and RK4 integration
EMPLOYMENT
Residential Computer Coordinator 2003-2004
Stanford University Residential Computing
  • Coordinated as part of a residential staff in charge of a dorm of roughly 100 residents
  • Duties include: Network Manager, Computer Educator, Computer Consultant, Residence Computer Cluster Technician, Developer of Resident Computer-Based Projects, and Webmaster
Resident Assistant and Computer Science Teaching Assistant 2002
Stanford Summer Engineering Academy
  • Coordinated as part of a residential staff responsible for students
  • Tutored and assisted students with challenging Computer Science material
  • In charge of Problem-solving any technical difficulties


EDUCATION
Guildhall at Southern Methodist University Graduation: March ‘07
Plano, Texas
  • Master’s Degree in Interactive Technology and Digital Game Development – specialization in Software Development
Stanford University Graduation: May ‘05
Palo Alto, California
  • B.S., Computer Science
  • Senior Project was a proof of concept demo of a multiplayer strategy game based on a hybrid peer-to-peer/server-client network. Received 3rd place Best in Show award from Microsoft and Best Game from Electronic Arts


COMPUTER SKILLS

Languages
  • Microsoft Visual C++ and C, Visual Basic .Net, Java, Unreal Script, MIPS assembly, Shader Languages (GLSL, HLSL, GL vertex and fragment program Assembly)

Technologies
  • OpenGL, Microsoft DirectX 9, Win32, Winsock, HTML, XML

Systems
  • Xbox 360, Playstation 2, Windows XP, Linux

Software
  • Microsoft Visual Studio .Net 2003, Word, Excel, PowerPoint, 3DSMax, Photoshop, Perforce, Subversion, Bugzilla

 

Copyright © 2006 Arturo Caballero and The Guildhall at SMU