Objective
Obtain a summer internship as a software engineer working on games or games technology. Especially interested in working on game engines, graphics engines, and consoles games.
Education
Bachelor of Science in Real-Time Interactive Simulation DigiPen Institute of Technology - Redmond, WA2011- Mathematics Minor
- Cumulative GPA: 3.90
Technical Skills
| Languages: | C/C++ (intensively for 2.5 years), Lua, HLSL, GLSL |
| APIs/Libraries: | Direct3D 9, OpenGL, Win32, XInput, DirectInput, Autodesk FBX SDK, Boost, wxWidgets |
| Tools: | Microsoft Visual Studio 2005/2008/2010 Beta, 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 Development |
Game Projects
Graphics Programmer8/2009 - Present Gloaming Hour - 3D Puzzle Game- Developing a 3D graphics engine using Direct3D 9 for a 3D puzzle game on a team of 5 programmers
- Implemented a light pre-pass renderer, shadow mapping, projective texturing, post-processing, GPU-based skinned animation and bitmap fonts
- 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
- Integrated collision volume data into the content pipeline to help maximize offline processing
- Acted as the C++ and technical resource for the other 4 programmers
- Gave presentations on upcoming C++ features including shared_ptr and TR1 (Technical Report 1)
- Designed the game engine for a 2D action game developed by a team of 4 programmers and 1 artist
- Designed and implemented a data-driven object composition system
- Integrated Lua to allow for scripted object behavior
- Implemented multiplayer support for both keyboard and Xbox 360 controllers using DirectInput and XInput
- Wrote the game state manager, menu system and made significant contributions to the messaging system
Technical Projects
FBX Content Exporter- Wrote a content exporter to convert models from Autodesk's FBX format to a custom binary format enabling in-game use of art assets developed in both 3ds Max and Maya
- Supports exporting animated models with key-frame animations
- Enables offline processing of tangent space, collision volumes, mesh optimization, and adjacency lists to help optimize run-time asset loading
- Documented the process for school-wide use and was commended for the quality of my work
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 - 2007Led Marines as a Non-Commissioned Officer. Instructed Marines in combat-related skills, with a focus on gunnery. Completed two combat tours in Iraq.