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Note: Resume containing full contact information available upon request.
Brian Ehlert Bellevue, WA

Education

Bachelor of Science in Real-Time Interactive Simulation DigiPen Institute of Technology - Redmond, WA2011
  • Mathematics Minor
  • Cumulative GPA: 3.91

Technical Skills

Languages: C/C++ (intensively for 3 years), Lua, HLSL, C#
APIs/Libraries: Direct3D 9, OpenGL, Win32, XInput, Autodesk FBX SDK, Boost, wxWidgets
Tools: Visual Studio 2005-2010, Perforce, SVN, PIX for Windows
Coursework: C/C++ Programming, Data Structures, 2D/3D Graphics, Networking, Artificial Intelligence, Linear Algebra (Matrices, Vectors), Quaternions, Discrete Math, Curves and Splines, Nintendo DS and Wii Development

Professional Experience

Programming Intern5/2010 - Present Airtight Games
  • Worked on internal tools development and modifications to Unreal Engine 3
  • Responsible for integrating monthly Unreal Engine 3 updates into our codebase and helping streamline the process for our company
  • Managed the build pipeline for multiple projects

Game Projects

Graphics Programmer8/2009 - 4/2010 Abyss - 3D Puzzle Game
  • Developed a 3D graphics engine using Direct3D 9 and acted as a C++ and technical resource for the other 4 programmers on the team
  • Implemented deferred lighting, cascaded variance shadow mapping, projective texturing, post-processing, skinned animation, normal mapping, particle systems and bitmap fonts
  • Wrote an exporter for AutodeskÕs FBX format used for efficient loading of 3D models and collision volumes
  • Designed and implemented a 2D overlay system supporting varying aspect ratios and screen resolutions
  • Developed an XML-driven material system to automate setting shader parameters
  • Gave presentations on upcoming C++ features including shared_ptr and TR1 (Technical Report 1), lambda expressions, and rvalue references
Engine Programmer / Tech Director9/2008 - 12/2008 Breakin' Loose - 2D Action Game
  • Developed a 2D game engine using C++ on a team of 4 programmers and 1 artist
  • Designed a data-driven object composition system allowing for tweaking objects without recompiling
  • Integrated Lua to allow for scripted object behavior

Other Projects

Networked Space-Shooter, A* Pathfinding, Memory Manager, Quaternion Interpolation, Curve and Spline Viewer, Viewport Culling, BSP-Tree, Kd-Tree, Normal Mapping, Reflection/Refraction Mapping, Hierarchical Occlusion Mapping

Military Experience

Infantry Sergeant United States Marine Corps2003 - 2007

Led Marines as a Non-Commissioned Officer. Instructed Marines in combat-related skills, with a focus on gunnery. Completed two combat tours in Iraq.