WARSAM OSMAN - GAME PROGRAMMER Portfolio: www.warsam.com Email: contact@warsam.com SKILLS Languages & APIs: C++, C, Java, C#, Scaleform, Actionscript, OpenGL/GLSL, Unrealscript, Python, Lua Engines: CryEngine, Unreal Engine, Unity Platforms: Windows, Linux & Android WORK EXPERIENCE Software Engineer Oculus VR Publicly Held; 5001-10,000 employees; Consumer Electronics AUGUST 2014 - PRESENT ▪ Working on really cool stuff. Associate Programmer Crytek USA Privately Held; 501-1000 employees; Computer Games industry JANUARY 2014 - JULY 2014 Austin TX ▪ Working on HUNT: Horrors of the Gilded Age and contributed to the following: options menu, character customization menu, hit indicator system, friend list, global inventory, resource management system, and matchmaking lobby system. ▪ Worked within the following areas: UI, Online Services, Resource Management, Animation, and Multiplayer Gameplay. Programmer Intern Gearbox Software Privately Held; 201-500 employees; Computer Games industry JUNE 2013 – AUGUST 2013 Plano TX ▪ Collaborated with design team on a project developing code in the following areas: editor, game, replication, state driven agent and animation. ▪ Worked with core technology division, developing code for a set of tools to extract patch information from source files and query a SQL database in addition to bug fixing. TEAM GAME PROJECTS Programmer Demon Wagon Studios NOVEMBER 2012 – PRESENT Plano, TX Kraven Manor [Steam Greenlit] is a first-person, survival-horror game set in a dark and haunted manor. The main draw of the game stems from the fact that the house shifts based on the player's actions. Overview: Used the Unreal Development Kit, with about 7 months of development. The team size was 12 developers: 4 programmers, 4 level designers, 1 artists, an art producer and a game designer. Responsibilities: ▪ Helped integrate Steamworks. ▪ Collaborated with designers to specify game-play systems. ▪ Implemented Artificial Intelligence systems. ▪ Implemented enemy animation system. ▪ Implemented core shifting room mechanic. ▪ Implemented interactive objects and possessed objects systems. Lead Programmer Team Thor (Student Team) JULY 2012 – OCTOBER 2012 Plano, TX Escape From The Claw - a FPS multiplayer CTF total conversion in which two teams of toys fight to escape from within a claw machine. Overview: Developed using the May 2012 build of the Unreal Development Kit with 4 months development time. The team size was 6 developers: 2 programmers, an artist, and 3 level designers. In addition, 2 producers oversaw the project. Each developer was scheduled for 15 hours per week. Responsibilities: ▪ Supervised and supported programming team and coordinated with the game designer and project producers. ▪ Implemented a user controlled claw that can grab other players in multiplayer games. ▪ Created and maintained technical design document. ▪ Implemented character skins, claw animation and assisted with HUD integration. ▪ Fixed bugs and provided technical support. Programmer Team Manus (Student Team) MARCH 2012 – MAY 2012 Plano, TX Nerd Rage - a 2D defense shooter in which the player defends against waves of enemies by shooting color matched bean bags. Overview: Used the Torque X 2D engine with 3 months development time. The team size was 4 developers: a producer, a programmer, an artist and a level designer. Each developer was scheduled for 12 hours per week. Responsibilities: ▪ Implemented player character, enemies and gameplay mechanics. ▪ Created an enemy generation tool for level designer and iterated on it based on use feedback. ▪ Provided programming support for animation, sound, menus and HUD. ▪ Created and maintained technical design document. ▪ Fixed bugs and provided technical support. Programmer Student programming team JANUARY 2012 – FEBRUARY 2012 Plano, TX Dragon Attack - A 2D continuous flying side-scroller inspired by Robot Unicorn Attack, implemented entirely in C++. Overview: Developed a C++ OpenGL 2D Game Engine from the ground up with team of 3 programmers. The development time was about a month. Responsibilities: ▪ Implemented core components including Vector2, AABB2, Disk2 and collision detection. ▪ Implemented Sprite and Animation components and Player character class. ▪ Created a tool to load levels defined in XML data. ▪ Fixed bugs. GAME & TECHNOLOGY PROJECTS WELD – Thesis game project featuring a parallel genetic algorithm used for AI ▪ Thesis examines the benefits of machine learning in game development by implementing an AI that uses a parallel genetic algorithm for unit selection in a strategy game featuring customizable robots. ▪ Implemented a fast 2D engine from scratch featuring optimized core components enabling multiple games simulated per second in parallel. VANGUARDS – Tank Demo featuring terrain and concurrent renderer ▪ Used my skeletal animation tools along with a classmate’s art asset to implement fully controllable tank. ▪ Implemented height map based terrain and a ray cast vehicle model to drive the tank on the terrain surface. ▪ Implemented concurrent OpenGL renderer Multiplayer Space Shooter & game network UDP layer ▪ Developed game network layer on top of UDP and ten player space shooter game to test the features. ▪ Network layer features authentication, optional reliable and in-order delivery of packets and throttling. ▪ Game features client side simulation and prediction using dead reckoning. Character Animation / Playable Character System ▪ Implemented and integrated character animation system using GLSL shader skinning into my 3D engine. ▪ Playable character can walk around, jump, strafe, aim/fire weapon with over shoulder camera. ▪ Character is exported as mesh/animation only from 3DSMax into a custom binary file. EDUCATION The Guildhall at Southern Methodist University M.S., Interactive Technology, Software Development 2012 – 2013 Awards: Cohort 18 SD Honors for Organic AI using Genetic Algorithms Activities and Societies: Student Activity Committee University of Minnesota B.S., Computer Science 2009 – 2011 Activities and Societies: Association for Computing Machinery