|
|
|
jrandallfarmer@gmail.com * 903-631-9078 * 191 CR 4682 * Carthage, TX 75633
|
|
|
|
Game Experience & Team Accomplishments
|
|
|
Unannounced Title -- Gearbox Software October - November 2008 Programmer
- Unreal Engine® 3 / Third-Person Shooter
- Implemented waypoint navigation scripting system for pathfinding middleware (in 2.5 weeks)
- Added new editor mode for quickly placing waypoints and associating them with a route
- All waypoints in the route move when the route actor is moved
- The waypoint actors are hidden in the editor unless the route is selected, to reduce clutter
- Draws routes with data-defined line colors representing route navigation properties
- Added Kismet action for assigning routes to pawns
- Added Kismet event that activates when a pawn arrives at a waypoint
- Authored full usage documentation (with screenshots) for designers
- Prototyped enemy pawn that dynamically creates a shield (from a mesh reference) that drops on death
- A handful of small AI-related tasks
Brothers in Arms: Hell’s Highway -- Gearbox Software March 2007 - October 2008 Programmer
- Unreal Engine® 3 / Tactical First-Person Shooter
- Tackled a wide variety of tasks and bugs from AI and Gameplay to Rendering and Physics
- Created Wiretech system that allows designers to place and link wire terminal actors in the editor to automatically generate static meshes that use vertex factories in-game to draw cheap billboarded wires; this system has since been integrated into other Gearbox projects, such as Borderlands
- Created FiringBehavior system to allow designers to assign conditional bullet distribution patterns to
weapons, e.g. strafing the ground to an exposed target, or a cone of accuracy that shrinks per shot
- Myriad small jobs such as maintaining and optimizing vehicle physics assets, creating a socket-based context-use system for placing satchel charges, and adding Kismet sequence nodes
- Used open-source Nullsoft Scriptable Installer System (in conjunction with Gearbox’s automated build system) to create and automate a system for building the localized PC installer for the game; this system has since been integrated into other Gearbox projects, such as Aliens: Colonial Marines
Brothers in Arms: Hell’s Highway -- Gearbox Software July - September 2006 Programmer (Intern)
- Unreal Engine® 3 / Tactical First-Person Shooter
- Designed and implemented interface for drawing navigation meshes in Unreal Engine® 3 editor
- Supported merging/splitting polygons and edges and full transaction undo for all activities
- Supplied designer-oriented error detection/reporting and usage documentation
- Debugged, augmented, and documented weapon accuracy system
- Letter of recommendation from supervisor states, “For all intents and purposes, we considered James as a full-time member of our team and would recommend him for future assignments.”
Toybox Heroes -- The Guildhall at SMU October 2006 - March 2007 Programmer
- Half Life® 2 / Two-Player Melee Fighting Game
- Winner 2008 IGF Showcase: http://www.gamasutra.com/php-bin/news_index.php?story=19586
- Six-month project with fourteen developers: six designers, three artists, and five programmers
- Implemented animation-collision-based “wysiwyg” melee fighting system
- Implemented data-driven weapons system to empower designers to make a wide variety of weapons
- Implemented auto-aim cone and trajectory-calculation for thrown and ballistic weapons
Element -- The Guildhall at SMU April - June 2005 Programmer
- Unreal Tournament® 2004 / Multiplayer First-Person Shooter
- Three-month project with twelve developers: five designers, three artists, and four programmers
- Added damage multiplier display over heads of damaged enemies in the game
- Implemented particle effects for area-of-effect attack
- Implemented bombs that stuck to anything in the level, including players and level BSP
- Developed novel solution to “shake off” bombs stuck to the player by quickly rotating the view frustum back and forth. (A register compares the sampled difference in rotation to a threshold)
Extreme Escargot -- The Guildhall at SMU July - September 2005 Sole Programmer & Designer
- Win32 / Action Game
- Sprite animation / Alpha blitting
- Tiled graphics and tile collision
- Parallax scrolling
- Sound effects and music
- Avatar is free body in 2D space affected by gravity, moved by dragging the mouse cursor; direction dragged determines thrust normal; distance dragged determines thrust power
X-Ikonos -- The Guildhall at SMU April - June 2006 Programmer
- Win32 / Turn-Based-Real-Time-Hybrid Strategy Game
- Implemented AI for single-player version
- Developed lightweight, generic template for genetic searches
- Used real-time genetic search to calculate unit movement
|
|
Game Technology
|
|
|
Researching Pattern Recognition - The Guildhall at SMU October 2006 - March 2007 Sole Programmer & Designer
- Half Life® 2 / Single-Player Hide and Seek Game
- Hides a goal using multiple strategies
- Average number of nodes searched to find the goal is expected to increase with respect to degree to which the graph is trained to player’s activities
Dual-API 3D Rendering Framework - The Guildhall at SMU October 2005 - June 2006 Sole Programmer
- Win32 / Transparently uses OpenGL or Microsoft® DirectX® 9
- Imports Autodesk® 3ds Max® models and animations
- Imports Quake® BSP levels (Geometry, Textures, Lightmaps, Precomputed Visibility Set: List of which sections are visible from the currently-occupied section)
- Generates terrain from a heightmap and renders with level of detail
- Displays text with bitmap fonts
- Produces simple particle effects with physics (Spring-Mass-Damper; Particle-Particle Collision)
- Uses vertex and fragment programs on the GPU (Normal-Mapping, Specular Highlights, etc.)
|
|
Education
|
|
|
The Guildhall at Southern Methodist University - Plano, TX March 2007 Certificate in Digital Game Development Specialization in Software Development
|
|
Related Experience
|
|
|
Marshall Computer Connection - Marshall, TX 1999 - 2005 Lead Technician / Technical Manager
- Internet Service Provider and Computer Repair
- Managed ISP office; arbitrated customer satisfaction; managed a few other repair technicians
- Charged with solving a wide range of problems from designing wireless networking modules to troubleshooting Cisco routers to writing troubleshooting guides for computer repair
|
|
Skills & Hobbies
|
- Proficient: C / C++ (Object-Oriented Programming, Templates, STL); Perforce®; Unreal Engine® 3.0;
UnrealScript®; Adobe Photoshop® (for screenshots, diagramming, and texture debugging)
- Have Used: Perl; HLSL; OGL Fragment ASM Shaders; Java / J2ME; Visual Basic; SQL; PHP; Linux;
Valve Source®; DirectX® 9; OpenGL; FMOD (Audio); Subversion & Tortoise SVN; 3DS Max®
- Neural Networks; Genetic Search; A* (A-Star) Pathfinding; Relational Database
- Basic Algebra, Trigonometry, Geometry, and Technical Physics
- Excellent English Comprehension and Composition
- Basic Spoken Japanese Language and Familiarity with Hiragana, Katakana, and Several Kanji
- Fun Fact: Logged 500 - 1000 hours between Morrowind and Oblivion in Bethesda’s The Elder Scrolls series
- Favorite Anime: Death Note; Code Geass; Full Metal Alchemist
|
|
|
|