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Resume
| Address: |
3700 Preston Rd. Apt #622. Plano, TX 75093 |
| Phone: |
(817) 201-3028 |
| Email: |
mike9000 ( at ) gmail.com |
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| Brothers in Arms: Hells Highway – Gearbox Software |
July – September 2006 |
| Intern programmer / lead in charge of two other programmers, team size 13 |
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Distributed tasks from task list, ensured task completion for milestones |
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Created multiplayer gameplay prototype |
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Unreal Engine 3 experience developing for PC and Xbox 360 |
| The Fiona Project – Guildhall |
September 2006 – March 2007 |
| Faculty selected lead programmer in charge of a team of five other programmers, team size 15 |
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Responsible for determining, distributing, and ensuring completion of programming tasks |
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Implemented camera relative controls |
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Created weapon for player character “Kat” |
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Implemented lock on targeting system |
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Implemented player transport system |
| Unreal 2004 Team Project Ransacked! – Guildhall |
January – March 2006 |
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Created the technical design document used for the project |
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Implemented 3D menu system |
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Created the games custom HUD |
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Created a custom weapon, the “Bottle of Rum” |
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Made fired arrows stick into walls |
| 2D game - Super Slug Smasher – Guildhall |
July – October 2005 |
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Sole developer |
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Built custom stand alone editor |
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Supports any number of layers, each with a different depth |
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Uses a single win32 blit call to render frame to screen |
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Custom image class to render frame with alpha and transparency |
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FMOD implemented for sound |
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Collision based on a series of parametric lines |
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Supports segmented characters |
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Supports animated tiles |
| Dynamic Streaming Content – Guildhall |
October 2006 – March 2007 |
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Sole developer |
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Uses the LobsterNet network library |
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Content loading system, dynamically loads content from external resources |
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Created File Server as part of project to serve content (models, textures) to clients |
| LobsterNet networking library |
April – June 2006 |
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Sole developer |
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Protocol based on UDP |
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Supports reliable, unreliable, and time-sensitive unreliable communication |
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Ensures that all reliable packets arrive in correct order |
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Determines client latency and packet loss rate to calculate desirable packet send speed |
Three 3D renderers, iteratively increasing performance and code efficiency |
October 2005 – June 2006 |
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Dual API DirectX, OpenGL |
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Built in Quadtree based real-time terrain editing system |
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Loads Quake1 BSP files with light maps with PVS and frustum culling |
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New engine handles skeletal animation using quaternions in the shader |
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3D studio MAX importer / exporter |
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Patched based terrain system for handling large terrain. Stitches between levels of detail |
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Parallax Mapping, Specular Mapping, Phong Lighting |
| Custom scripting language |
April – May 2006 |
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language developed with stack based virtual machine |
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C++ style syntax |
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Supports integers, strings, and arrays |
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Languages
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C, C++, Java, Perl, Visual Basic, HLSL, GL ARB ASM, UnrealScript, HTML, XML |
APIs
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Windows API, Direct3D, OpenGL, FMOD, Winsock2, TCP / IP, UDP, IPV4, Win32 Threads |
Engine Experience
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Quake 3, Source, Unreal 2, Unreal 2.5, Unreal Engine 3 |
Algorithms
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Quadtree, Octree, 3D Math, Hierarchical Animation, Quaternions, Scene Graph, Visitor Patterns (Visitors, Singleton, Factory), network replication, RK4 Integration, Critical Sections |
Tools
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Perforce, 3D Studio Max 7, 3D Studio Max 8, Tortoise SVN, SubVersion, MSDN, Photoshop CS, Igor Pro, Unreal ED 2, Unreal ED 3, Hammer, Visual Studio 2003, Visual Studio 2005, J2ME, Microsoft Office 2003, Windows Grep |
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| Independent computer consultant |
2003 – July 2006 |
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Constructed LANs |
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Troubleshooted / repaired computers |
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| The Guildhall at SMU |
| Certificate in Digital Game Development – Software Development |
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March 2007 |
| Tarrant County College |
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Associate in Application Development
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June 2004 |
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