Michael Atchison
Game Programmer


Resume

Address: 3700 Preston Rd. Apt #622. Plano, TX 75093
Phone: (817) 201-3028
Email: mike9000 ( at ) gmail.com
   
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Game Experience


Brothers in Arms: Hells Highway Gearbox Software July – September 2006
Intern programmer / lead in charge of two other programmers, team size 13
Distributed tasks from task list, ensured task completion for milestones
Created multiplayer gameplay prototype
Unreal Engine 3 experience developing for PC and Xbox 360

The Fiona ProjectGuildhall September 2006 – March 2007
Faculty selected lead programmer in charge of a team of five other programmers, team size 15
Responsible for determining, distributing, and ensuring completion of programming tasks
Implemented camera relative controls
Created weapon for player character “Kat”
Implemented lock on targeting system
Implemented player transport system

Unreal 2004 Team Project Ransacked!Guildhall January – March 2006
Created the technical design document used for the project
Implemented 3D menu system
Created the games custom HUD
Created a custom weapon, the “Bottle of Rum”
Made fired arrows stick into walls

2D game - Super Slug SmasherGuildhall July – October 2005
Sole developer
Built custom stand alone editor
Supports any number of layers, each with a different depth
Uses a single win32 blit call to render frame to screen
Custom image class to render frame with alpha and transparency
FMOD implemented for sound
Collision based on a series of parametric lines
Supports segmented characters
Supports animated tiles

Dynamic Streaming ContentGuildhall October 2006 – March 2007
Sole developer
Uses the LobsterNet network library
Content loading system, dynamically loads content from external resources
Created File Server as part of project to serve content (models, textures) to clients

LobsterNet networking library April – June 2006
Sole developer
Protocol based on UDP
Supports reliable, unreliable, and time-sensitive unreliable communication
Ensures that all reliable packets arrive in correct order
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
Dual API DirectX, OpenGL
Built in Quadtree based real-time terrain editing system
Loads Quake1 BSP files with light maps with PVS and frustum culling
New engine handles skeletal animation using quaternions in the shader
3D studio MAX importer / exporter
Patched based terrain system for handling large terrain. Stitches between levels of detail
Parallax Mapping, Specular Mapping, Phong Lighting

Custom scripting language April – May 2006
language developed with stack based virtual machine
C++ style syntax
Supports integers, strings, and arrays

Skills


Languages
C, C++, Java, Perl, Visual Basic, HLSL, GL ARB ASM, UnrealScript, HTML, XML

APIs
Windows API, Direct3D, OpenGL, FMOD, Winsock2, TCP / IP, UDP, IPV4, Win32 Threads

Engine Experience
Quake 3, Source, Unreal 2, Unreal 2.5, Unreal Engine 3

Algorithms
Quadtree, Octree, 3D Math, Hierarchical Animation, Quaternions, Scene Graph, Visitor Patterns (Visitors, Singleton, Factory), network replication, RK4 Integration, Critical Sections

Tools
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

Related Experience


Independent computer consultant 2003 – July 2006
Constructed LANs
Troubleshooted / repaired computers

Education


The Guildhall at SMU
Certificate in Digital Game Development – Software Development
March 2007
Tarrant County College
Associate in Application Development
June 2004

 
 
Copyright ©2007 Michael Atchison and Guildhall at SMU all rights reserved