Game Programmer Portfolio
Gaia: Designed Procedural Content Generation (Master's Project)
Gaia is a procedural content generation tool developed as a project-in-lieu-of-a-thesis for my Master's degree at the Guildhall at SMU.
• Role: Sole Programmer
• Project length: 6 months
This demo was developed to compare the visual quality and performance of various types of shadow mapping algorithms.
• Role: Sole Programmer
• Project length: 3 months
This 2D and 3D rendering engine is the basis for most of the personal projects and demos on this page. • Role: Sole Programmer
• Project length: 6+ months
Knights is a 2D Artillery-style game featuring procedurally generated, fully destructible terrain. • Role: Sole Programmer, Game Designer, Artist, and Composer
• Project length: 3 months
This program loads in height data from file, constructs multiple levels of detail for the terrain, and stitches it together in real time based on the position and field of vision of the scene's camera.
• Role: Sole Programmer
• Project length: 3 weeks
This demo features procedurally generated quadtree-based terrain, randomly placed vegetation, particles, and first-person-shooter-style movement.
• Role: Sole Programmer
• Project length: 4 weeks
These projects were developed separately but simultaneously. The first is an exporter written in the 3DS MAX SDK, and the second is a program to render exported animations using an HLSL shader.
• Role: Sole Programmer
• Project length: 4 weeks
This C-like scripting language features dynamic typing, recursive function calls, and more. • Role: Sole Programmer
• Project length: 4 weeks
Copyright © 2005-2007 J. Kyle Pittman and The Guildhall at SMU. All rights reserved.