Résumé

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Skills

Programming

  • C, C++, C #
  • Direct X
  • OpenGL
  • MFC, .NET
  • ActionScript 2.0/3.0

A.I.

  • A*
  • Greedy
  • Breadth First
  • Uniform Cost
  • Finite State Machine
  • Flocking
  • Decision Trees
  • Neural Networks

Networking

  • UDP
  • TCP
  • Server/Client

Tools

  • Tile Editor
  • Unit Editor
  • Particle Editor

Optimization

  • Occlusion Culling
  • Scene Graph
  • SIMD
  • Batching

Software

  • MS Visual Studio 2005
  • V-Tune
  • Visual Paradigm
  • Alienbrain, SVN
  • Flash, Flex

Math

  • Algebra
  • Trigonometry
  • Calculus
  • Physics

Education

Full Sail University                                                            Winter Park, FL
Bachelor of Science in Game Design and Development      April 2008              GPA:                                                                                3.03                       

Game Projects

Contraption

  • Role : Gameplay Lead    Team Size : 5
  • Implemented core gameplay logic involving the Grid System and Game Rules by contributing to the design and following the system architecture.
  • Created intuitive user controls by setting up test sessions and applying user feedback.
  • Designed tutorial levels to help communicate and teach the player how to effectively create complex contraptions while keeping the energy and drive of the building block atmosphere.
  • Met development milestones by contributing to scheduling and task management.

Knight’s Revenge

  • Role : Gameplay Lead    Team Size : 4
  • Designed and implemented character classes using high level game concepts such as class hierarchies, abstract factories, and utilizing polymorphism.
  • Implemented core gameplay logic involving Input, A.I., Graphic Effects, Weapon Behavior, and Game Rules by use of event dispatchers, message systems, and state machines.
  • Created tools to create and import units using C# and XML in order to streamline production.
  • Designed level bosses that required unique tactics for every character class to overcome by outlining boss behavior, attributes, and states.

A Lizard’s Tail

  • Role : Level, Character, and Gameplay Designer     Team Size : 5
  • Developed character bio and game specific behaviors by detailing character attributes and personality architecture.
  • Designed tutorial and final levels providing a unique environment by detailing environmental aspects, verbal maps, attributes and behaviors of the level.

Work Experience

Country Gas – 2001-2006

  • Role : Fill Station Manager