DAVID PITTMAN david.pittman@gmail.com http://www.dphrygian.com (972)762-0889 6820 Preston Rd Apt 317 Plano, TX 75024 * * * EXPERIENCE Gearbox Software Brothers in Arms: Hell's Highway, Programmer Intern June 2006 - September 2006 o Refactored Gearbox's custom AI diagnostic tools to handle squads as well as individuals o Created an AI debugging HUD for text and visualization of shot traces and covered regions o Developed an AI HUD interface to allow users to toggle display of only the data that matters to them o Wrote physical prediction for "backboard shot" grenade targeting interface The Guildhall at SMU Master's Project: Practical Development of Goal-Oriented Action Planning AI October 2006 - March 2007 o Wrote symbolic AI goals in terms of desired world state properties o Created modular actions comprised of world state effects and preconditions o Implemented an A* search to formulate valid and efficient action plans to satisfy AI goals o Optimized this complex algorithm to perform well in UnrealScript Directed Focus Study: Stealth-Oriented Game AI Demo April 2006 - June 2006 o Simulated sensory perceptions with radius tests, frustum intersections, and BSP raycasts o Created a FSM to model bot awareness levels and handle both individual and group behavior o Wrote an A* search to compute shortest paths over an arbitrary waypoint graph Grimoire, Lead Programmer October 2006 - March 2007 o Half-Life 2 Deathmatch mod, 15-person team (5 programmers) o Selected by faculty as lead programmer o Created all-new third-person camera system o Implemented various camera behaviors with Strategy design pattern o Scheduled tasks for team members and wrote documentation o Worked with game designer to define the implementation of all gameplay systems Ransacked!, Lead Programmer and Game Designer January 2006 - March 2006 o Unreal Tournament 2004 mod, 11-person team (4 programmers) o Elected by team as lead programmer o Wrote stealth mode shader effect for gypsy character o Programmed network-replicated randomized spawn locations for game objects o Built lock-picking "weapon" and triggers for gypsy character Rhapsody of the Ancients, Sole Developer July 2005 - September 2005 o Implemented a robust 2D physical sim to model gravity, friction, and collision forces for game objects o Programmed a 2D graphics engine (alpha blending, additive blending, parallax scrolling, normal mapping, fonts, and script-defined animations) o Developed an easy-to-use, layer-based map editor for placing tiles and objects o Integrated FMOD for music and sound o Produced all art and music assets Interpreted Scripting Language April 2006 - May 2006 o Wrote a grammar for a C-like syntax with weakly-typed variables and built-in vectors o Created a lexical analyzer to convert natural language to tokens o Implemented a parser to construct a syntax tree from the token stream o Built a compiler for generating custom bytecode from the syntax tree o Created a stack-based virtual machine which supports recursive function calls to execute the code 3D Rendering Engine October 2005 - June 2006 o Created a custom abstract interface to Direct3D and OpenGL APIs to produce identical images in each o Wrote synonymous HLSL and GL assembly shaders for per-pixel lighting and parallax mapping o Implemented and performance-tested a custom math library (2D and 3D vectors, 4x4 matrices, quaternions, bounding volumes, parametric lines, intersection tests) o Programmed a Quake map loader (BSP, textures, lightmaps) and fast ray traces against the BSP o Developed a patch-based LOD terrain system University of Nebraska-Lincoln MIPS Processor and Application August 2004 - December 2004 o 4-person team to develop a processor, assembler, and sample application o Developed a five-stage pipelined processor in VHDL o Uploaded design to Altera programmable board to run applications * * * EDUCATION The Guildhall at SMU Master of Interactive Technology in Digital Game Development, March 2007 Specialization in Software Development Current Overall GPA: 3.789 University of Nebraska-Lincoln Bachelor of Science in Computer Science, Minor in Mathematics, May 2005 Overall GPA: 3.746 * * * SKILLS Languages: C/C++, Java, UnrealScript, assembly, HTML, Visual Basic APIs: Win32, DirectX, Direct3D, OpenGL, HLSL (FX), GL assembly, FMOD Artificial intelligence: A* pathfinding, finite state machines, fuzzy logic, flocking and group AI, behavioral planning Physics: Newtonian dynamics, movement, collision detection and response, numerical integration schemes (forward Euler, implicit/backward Euler, midpoint, Runge-Kutta), spring-mass systems, rigid body motion Graphics: BSP, outdoor terrain rendering, animation, lighting, shaders, effects, scene graphs Software engineering: Debugging, design patterns, object-oriented programming Math: Calculus, linear algebra, differential equations, numerical analysis and algorithms Applications: Microsoft Visual Studio .NET, Unreal Engine 3, UnrealEd, Adobe Photoshop, Windows XP, UNIX, Microsoft Office (Word, Excel, Project), Perforce, Subversion (SVN), CVS