Tel:
+668-1616-4156
Email:
mae_tchg(at)hotmail.com
   
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Game Experience


MLB 2K10,
Visual Concepts/2KSports

AI Engineer October 2009 – February 2010

Worked on various ambient AI issues, such as dugout, bullpen, pre/post play, pre game, mound visit, etc
Worked on various AI/animation issues to make sure player moves in a realistic manner while they’re not in play
Help fix miscellaneous AI/Animation issues


NBA 2K10,
Visual Concepts/2KSports

Software Engineer January 2009 – October 2009

Ported the game from Xbox360 to the Nintendo Wii as the title is being developed
Implement Wii specific controls/gameplay and maintain all of the functionality of the Xbox360/PS3 version
Worked with the team to implement/resolve any Wii specific issues/needs throughout the development


The Lord of the Rings: Conquest,
Pandemic Studios

HUD/Gameplay Programmer June 2007 – November 2008

Implement/maintain systems for all in-game user-interface both 2D and 3D
Implement/maintain gameplay systems, for examples: control points, spawning, objective, scoring, achievements, etc
Work with network programmers on multi-player features such as: multi-player game modes, chatting, etc
Work with UI artists to put Flash art in the game through Scaleform GFx and achieve the required performance goal
Work with designers to debug/implement features so they can achieve the desired gameplay experience


6 Shooter Showdown: Most Wanted, Spidermonk Entertainment/The Guildhall
Programming Internship July 2006 – September 2006

Cell-phone game for java and BREW. The game is being published by Hudson
Worked on main game mechanics, new sprite system, “Shoot the Can” mini-game, and Java-BREW port


Unannounced Title
, Spidermonk Entertainment/The Guildhall
Programming Internship July 2006 – September 2006

In-house cross-platform, multi-threaded 3D engine for the PC and next-generation consoles. Created from scratch
Worked on math/collision, general engine architecture, shaders, font, sound, input, and utility classes
The engine was eventually used to create the Xbox Live Arcade game “Roogoo”


The Fiona Project, The Guildhall
Programmer / Game Designer, Team Size 15 October 2006 – March 2007

A Half-Life 2 project featuring stylized black and white visual style and complex third-person camera
Selected by Guildhall’s faculty to be the game designer
Wrote game design document, implemented the graphic-user-interface, heads-up-display and shader framework
Console look-and-feel, designed specifically for PlayStation 2 controller, and Texas Instrument’s DLP projectors


Great Winter, The Guildhall
Programmer, Team Size 11 January 2006 – March 2006

An Unreal Tournament 2004 project. Selected by Guildhall’s faculty to enter IGF 2007 mod competition
Created 3 new weapons, new pickups/power-ups system, particles effects, replication, and game balancing


Education


The Guildhall at SMU, Plano, Texas
Certificate in Digital Game Development – Software Development July 2005 - March 2007

Queensland University of Technology, Brisbane, Australia
Bachelor of Information Technology – Software Engineering Major January 2000 – November 2002


Skills


Platforms: Xbox 360, Playstation 3, Wii, PC, Java
   
Languages: C/C++, HLSL/fx, Cg, GLSL, Assembly, UnrealScript, Lua, Java
   
APIs\Engines: DirectX, OpenGL, Win32, Half-Life 2 Source, UnrealEngine 2, AGIA PhysX, Scaleform
   
Applications: Microsoft Visual Studio, Adobe Photoshop, Adobe Illustrator, Macromedia Flash


Work Experience


Visual Concepts/2K Sports
Software Engineer January 2009 – February 2010

Pandemic Studios
Associate Programmer June 2007 – November 2008

SpiderMonk Entertainment
Programmer Intern July 2006 – September 2006

IEQ Thailand
Part-Time Computer Tutor (C/C++, Photoshop, Illustrator and Flash) October 2003 - March 2004

DataGenerale Co Ltd. Australia
Part-Time Graphic Designer (Flash/Photoshop) March 2001 - August 2001

 

 
 

   
Copyright © 2010 Maethee Chongchitnant. All rights reserved.