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Game Experience
MLB 2K10, Visual Concepts/2KSports
AI Engineer October 2009 – February 2010
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Worked on various ambient AI issues, such as dugout, bullpen, pre/post play, pre game, mound visit, etc |
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Worked on various AI/animation issues to make sure player moves in a realistic manner while they’re not in play |
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Help fix miscellaneous AI/Animation issues |
NBA 2K10, Visual Concepts/2KSports
Software Engineer January 2009 – October 2009
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Ported the game from Xbox360 to the Nintendo Wii as the title is being developed |
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Implement Wii specific controls/gameplay and maintain all of the functionality of the Xbox360/PS3 version |
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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
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Implement/maintain systems for all in-game user-interface both 2D and 3D |
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Implement/maintain gameplay systems, for examples: control points, spawning, objective, scoring, achievements, etc |
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Work with network programmers on multi-player features such as: multi-player game modes, chatting, etc |
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Work with UI artists to put Flash art in the game through Scaleform GFx and achieve the required performance goal |
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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
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Cell-phone game for java and BREW. The game is being published by Hudson |
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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
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In-house cross-platform, multi-threaded 3D engine for the PC and next-generation consoles. Created from scratch |
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Worked on math/collision, general engine architecture, shaders, font, sound, input, and utility classes |
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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
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A Half-Life 2 project featuring stylized black and white visual style and complex third-person camera |
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Selected by Guildhall’s faculty to be the game designer |
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Wrote game design document, implemented the graphic-user-interface, heads-up-display and shader framework |
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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
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An Unreal Tournament 2004 project. Selected by Guildhall’s faculty to enter IGF 2007 mod competition |
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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 |
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| Languages: |
C/C++, HLSL/fx, Cg, GLSL, Assembly, UnrealScript, Lua, Java |
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| APIs\Engines: |
DirectX, OpenGL, Win32, Half-Life 2 Source, UnrealEngine 2, AGIA PhysX, Scaleform |
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| 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
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