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EXPERIENCE
Gearbox Software
Brothers in Arms: Hell's Highway, Programmer Intern
June 2006 - September 2006
- Refactored Gearbox's custom AI diagnostic tools to handle squads as well as individuals
- Created an AI debugging HUD for text and visualization of shot traces and covered regions
- Developed an AI HUD interface to allow users to toggle display of only the data that matters to them
- Wrote physical prediction for "backboard shot" grenade targeting interface
The Guildhall at SMU
Master's Project: Practical Development of Goal-Oriented Action Planning AI
October 2006 - March 2007
- Wrote symbolic AI goals in terms of desired world state properties
- Created modular actions comprised of world state effects and preconditions
- Implemented an A* search to formulate valid and efficient action plans to satisfy AI goals
- Optimized this complex algorithm to perform well in UnrealScript
Directed Focus Study: Stealth-Oriented Game AI Demo
April 2006 - June 2006
- Simulated sensory perceptions with radius tests, frustum intersections, and BSP raycasts
- Created a FSM to model bot awareness levels and handle both individual and group behavior
- Wrote an A* search to compute shortest paths over an arbitrary waypoint graph
Grimoire, Lead Programmer
October 2006 - March 2007
- Half-Life 2 Deathmatch mod, 15-man team (5 programmers)
- Selected by faculty as lead programmer
- Created all-new third-person camera system
- Implemented various camera behaviors with Strategy design pattern
- Scheduled tasks for team members and wrote documentation
- Worked with game designer to define the implementation of all gameplay systems
Ransacked!, Lead Programmer and Game Designer
January 2006 - March 2006
- Unreal Tournament 2004 mod, 11-man team (4 programmers)
- Elected by team as lead programmer
- Wrote stealth mode shader effect for gypsy character
- Programmed network-replicated randomized spawn locations for game objects
- Built lock-picking "weapon" and triggers for gypsy character
Rhapsody of the Ancients, Sole Developer
July 2005 - September 2005
- Implemented a robust 2D physical sim to model gravity, friction, and collision forces for game objects
- Programmed a 2D graphics engine (alpha blending, additive blending, parallax scrolling, normal mapping, fonts, and script-defined animations)
- Developed an easy-to-use, layer-based map editor for placing tiles and objects
- Integrated FMOD for music and sound
- Produced all art and music assets
Interpreted Scripting Language
April 2006 - May 2006
- Wrote a grammar for a C-like syntax with weakly-typed variables and built-in vectors
- Created a lexical analyzer to convert natural language to tokens
- Implemented a parser to construct a syntax tree from the token stream
- Built a compiler for generating custom bytecode from the syntax tree
- Created a stack-based virtual machine which supports recursive function calls to execute the code
3D Rendering Engine
October 2005 - June 2006
- Created a custom abstract interface to Direct3D and OpenGL APIs to produce identical images in each
- Wrote synonymous HLSL and GL assembly shaders for per-pixel lighting and parallax mapping
- Implemented and performance-tested a custom math library (2D and 3D vectors, 4x4 matrices, quaternions, bounding volumes, parametric lines, intersection tests)
- Programmed a Quake map loader (BSP, textures, lightmaps) and fast ray traces against the BSP
- Developed a patch-based LOD terrain system
University of Nebraska-Lincoln
MIPS Processor and Application
August 2004 - December 2004
- 4-man team to develop a processor, assembler, and sample application
- Developed a five-stage pipelined processor in VHDL
- Uploaded design to Altera programmable board to run applications
EDUCATION
The Guildhall at SMU
Master of Interactive Technology in Digital Game Development, March 2007
Specialization in Software Development
Current Overall GPA: 3.789
University of Nebraska-Lincoln
Bachelor of Science in Computer Science, Minor in Mathematics, May 2005
Overall GPA: 3.746
SKILLS
Languages: C/C++, Java, UnrealScript, assembly, HTML, Visual Basic
APIs: Win32, DirectX, Direct3D, OpenGL, HLSL (FX), GL assembly, FMOD
Artificial intelligence: A* pathfinding, finite state machines, fuzzy logic, flocking and group AI, behavioral planning
Physics: Newtonian dynamics, movement, collision detection and response, numerical integration schemes (forward Euler, implicit/backward Euler, midpoint, Runge-Kutta), spring-mass systems, rigid body motion
Graphics: BSP, outdoor terrain rendering, animation, lighting, shaders, effects, scene graphs
Software engineering: Debugging, design patterns, object-oriented programming
Math: Calculus, linear algebra, differential equations, numerical analysis and algorithms
Applications: Microsoft Visual Studio .NET, UnrealEngine3, UnrealEd, Adobe Photoshop, Windows XP, UNIX, Microsoft Office (Word, Excel, Project), Perforce, Subversion (SVN), CVS

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