Game Programmer Portfolio
My rιsumι is available for download in the following formats:
Microsoft Word format (.doc) Adobe Acrobat format (.pdf) Plain text format (.txt)
6820 Preston Rd Apt 317
Plano, TX 75024http://students.guildhall.smu.edu/~jpittman/
jpittman at gmail dot com
(402) 304-0473
Game Experience
Unannounced Title, Gearbox Software June 2006 September 2006
Programmer Intern
Utilized Unreal Engine 3 technology
Gathered requirements from design team and implemented new systems in a data-driven fashion
Implemented designer-adjustable homing projectiles
Developed multiple HUD-related systems
Guidance system consisting of dynamic waypoints for quests, fixed markers, and a HUD compass
Directional damage indicators
Item feedback system for pickups, including markers around item bounds and textual information about the item when the player looks at it
Implemented new systems for playing customizable weapon impact effects, footstep sounds, and pain sounds
Tweaked and optimized existing auto-aim functionality based on designer requests
Chaos Core Engine, The Guildhall at SMU July 2005 March 2007
Sole Programmer
Original 3D game engine developed to be dual-API (Direct3D and OpenGL)
Implemented a patch-based LOD terrain system
Implemented skeletal character animation in an HLSL shader
Developed a grammar for a custom scripting language and implemented its compiler and virtual machine
Wrote Direct3D and OpenGL shader programs for lighting, skeletal animation, shadow maps, and cel shading
Authored resource managers for textures, sounds, and particles
Developed optimized math classes for performing vector, matrix, and quaternion math
Masters Project:
Designed Procedural Content Generation,
The Guildhall at SMUOctober 2006 March 2007
Sole Programmer
Created a toolset to facilitate procedural content generation for rapid development of content assets without compromising designer control
Designed and implemented a graph-based user interface for ease of use
Integrated previously developed noise generator functions and added dialog boxes for controlling their parameters
Added new parameters to shape the output of noise generator functions to facilitate better designer control
Implemented an erosion algorithm for producing more natural and realistic terrain heightmaps
Directed Focus Study: Shadow Maps,
The Guildhall at SMUApril 2006 June 2006
Sole Programmer
Implemented standard shadow maps for spotlights
Implemented trapezoidal shadow maps for improved spatial accuracy
Implemented variance shadow maps to facilitate blurring to produce soft shadows
Created a demo scene to show off and compare the visual impact and performance of each type of shadow map
Toybox Heroes, Team Shirt, The Guildhall at SMU October 2006 March 2007
Programmer/Game Designer
Team size: 15 (5 programmers)
Built within the Source SDK
Designed and developed a third-person camera system that behaves synonymously on all players screens
Implemented camera-relative movement optimized for gamepads with analog sticks
Developed a system for spawning randomly chosen weapons that drop from a breakable physics objects
Authored new game entities to allow designers to specify hazard volumes and corresponding respawn points
Selected for Game Designer role by Guildhall faculty based on original game concept document written around given constraints
Wrote and maintained concept and game design documents
Knights, Chaos Core Games, The Guildhall at SMU July 2005 September 2005
Sole Programmer/Game Designer/Artist/Composer
2D Artillery-style hotseat multiplayer game demo
Features procedurally generated dynamic terrain
Implemented Euler integration physics motion and collision detection and response for game entities
Integrated FMOD as middleware for audio
Element, Grawble Games, The Guildhall at SMU January 2006 March 2006
Lead Programmer
Team size: 12 (4 programmers)
Delegated tasks among programming team
Created new gameplay code in UnrealScript
Developed new actor classes for selectable player classes and new weapons and pickups
Added new gameplay rules based on the existing Onslaught game type
Helped design and implement a new HUD layout and an animated title screen
Gunslinger, Friendly Fire Games, The Guildhall at SMU January 2006 June 2006
Programmer/Artist/Game Designer
Team size: 4 programmers
2D scrolling platformer game developed for cell phones with the J2ME Game API
Designed and implemented a compile-time random level generator for faster level development
Created sprites and tiles and designed one level by hand
Education
The Guildhall at SMU March 2007
Master of Interactive Technology in Digital Game Development
Specialization: Software development
Current cumulative GPA: 3.923
The University of Nebraska-Lincoln May 2005
Bachelor of Science in Computer Science
Graduated with Distinction
Minor in Mathematics
Cumulative GPA: 3.842
Skills
Languages, APIs, libraries, and engines
C++, C, Java, Visual Basic, HLSL, OpenGL assembly shader language, UnrealScript, HTML
DirectX 9, Direct3D 9, OpenGL, Win32, Win32 GDI, FMOD, Unreal Engine 2.5, Unreal Engine 3, Source SDK
Terrain stitching and LOD, terrain erosion, procedural content generation, Perlin noise, Worley noise, skeletal animation, shader authoring, networking in the Unreal and Source engines, A* pathfinding
Vector, matrix, and quaternion math; linear algebra; calculus; physics
Tools
Visual Studio .NET 2005 and 2003, GCC, UDE, UnrealEd 2.0 and 3.0
Perforce, Subversion, TortoiseSVN, CVS
Microsoft Office 2003 (Word, Excel, PowerPoint, FrontPage, Outlook, Project)
Adobe Photoshop CS2, 3D Studio MAX 7
Copyright © 2005-2007 J. Kyle Pittman and The Guildhall at SMU. All rights reserved.