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 75024

http://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

 

Master’s Project:
Designed Procedural Content Generation,
The Guildhall at SMU

October 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 SMU

April 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.