SUMMARY

Mid-level programmer specializing in gameplay and rendering methodologies with two shipped titles across multiple platforms.  Highly self-motivated, possessing a passion for learning new and exciting techniques.  Effective team member with acute visual sensibilities. 

TECHNICAL QUALITIES

  • Excellent object oriented programming aptitude in C++
  • Experienced in developing simultaneously across multiple platforms (Xbox 360, PS3, Wii)
  • Proficient at writing and understanding shading languages; and the rendering pipeline
  • Uniquely suited to tackle problems involving particle and material systems
  • Spent 3 years working with in-house engine and supporting toolset (Infernal Engine)
  • GAME DEVELOPMENT EXPERIENCE

    Terminal Reality Inc, Irving, Texas
    Gameplay/ Graphics Programmer

    • Primary focus during employment was the implementation of material and particle systems, unique rendering solutions, programming gameplay mechanics, Xbox Live and PSN services, and working closely with designers and artists. 
    March 2009 - Present

    Def Jam Rapstar

    • Primary responsibility was to work with designers and artists to execute the desired visual aesthetics during gameplay, while recording freestyle tracks, and throughout the UI at both shippable quality and performance. 
    • Implemented cross platform leaderboards and friend list functionality for Xbox Live / PSN.
    • Designed and programmed needed gameplay elements specifically for the Wii while maintaining a consistent aesthetic to the other platforms.
    Xbox 360, PS3, Wii
    Konami / 4MM
    Released October 2010

    Kinect Star Wars

    • Primary responsibility was the fulfillment of core gameplay functionality in Dance and Star Fighter modes.  Included character rendering, stage lighting, particle and material FX, post processing FX, scripted events, animation and ingame UI.
    • Performed in a supporting role for the Pod Racing mode.  Added dynamic weather and ground FX, prototyped NPC behaviors and course obstacles, and hooked up several achievements.
    • Used the Kinect depth image to create player silhouettes and implemented photo capturing functionality across all modes.
    Xbox360 (Kinect)
    Microsoft Game Studios
    Release TBA 2012

    Groove and Flow

    • Implemented a cross platform engine solution in OpenGL 2.0.  Includes resource bundling, particle system, post process effects, deferred rendering, 3D Studio Max importer, platform specific audio, level editor and stack based UI system.
    • Designed a fluid simulation running on the GPU that interacts with physics objects in real time. 
    • Managed a team of 2 designers and 3 artists, wrote a TDD and GDD
    iOS, Windows, OS X
    Side Project
    Release TBA

    RELATED WORK EXPERIENCE

    The Strom Thurmond Institute at Clemson University, Clemson, South Carolina
    IT Web Development
    • Ported thousands of old HTML and Word documents to the Joomla Content Management System.
    • Maintained the website for a center of 30+ employees at a major research University.
    March 2007 – July 2007

    CMC Steel Alabama

    • Tested and implemented a more cost-effective bar coding method for outgoing shipments
    • Performed software upgrades, hardware repair and technical support on PCs, routers, switches and servers in a steel plant of 500+ employees.
    Summer 2005
    Summer 2006

    EDUCATION

    Clemson University, Clemson, South Carolina
    Bachelor Of Science, Computer Science
    Minor in Economics
    August 2002 – December 2006

    Southern Methodist University, Dallas, Texas
    Masters Candidate , Interactive Technology, Software Development

    July 2007 – December 2008

    SKILLS

    • Languages: C, C++, C#, Java, ASP, PHP, SQL
    • Libraries: SDL, Boost, OpenSceneGraph
    • Platforms: Xbox 360, Playstation 3, Wii, Windows, OS X, iOS, Linux
    • Game Engines: Unreal 2.5, Valve Source, Infernal Engine
    • Rendering API: Direct X, Open GL, SDL, Scaleform
    • Shading Languages: HLSL, GLSL, Assembly
    • Development Environments: Visual Studio, Eclipse, XCode, GCC
    • Modeling: 3D Studio Max, Blender
    • Web: Adobe Dreamweaver
    • Debugging: PIX, ProDG
    • Design: Adobe Photoshop, Corel Paint Shop Pro
    • Source Control: Subversion, Perforce
    • Project Management: Confluence, JIRA, Mantis, TFS

    REFERENCES

    Available upon request