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jrandallfarmer@gmail.com * 903-631-9078 * 191 CR 4682 * Carthage, TX 75633

 

Resume: 

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Internship Letter of Recommendation:

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Brothers in Arms Letter of Recommendation:

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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

 

 

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