Professional Experience
Software Engineer at Oculus
Publicly Held; 5001-10,000 employees; Consumer Electronics
AUGUST 2014 – PRESENT Dallas TX
Working on really cool stuff.
Associate Programmer at Crytek USA
Privately Held; 501-1000 employees; Computer Games industry
JANUARY 2014 – JULY 2014 Austin TX
Worked on HUNT: Horrors of the Gilded Age.
- Contributed to the options menu, the character customization menu, the hit indicator system, the friend list, the global inventory, the resource management system, and the matchmaking lobby system.
- Worked within the following areas: User Interfaces, Online Services, Resource Management, Animation, and Multiplayer Gameplay.
Programmer Intern for Gearbox Software
Privately Held; 201-500 employees; Computer Games industry
JUNE 2013 – AUGUST 2013 Plano TX
Spent a fantastic summer working as a Programmer Intern with the incredible folks at Gearbox Software.
- 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.
Student Team Game Experience
Programmer for Demon Wagon Studios
NOVEMBER 2012 – MAY 2013 Plano, TX
Helped develop Kraven Manor [STEAM GREENLIT], a first-person survival-horror game with a team of thirteen. We used the December 2012 build of the Unreal Development Kit.
- 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 for Team Thor
JULY 2012 – OCTOBER 2012 Plano, TX
Developed Escape From The Claw – a FPS multiplayer CTF total conversion with a team of six. We used the May 2012 build of the Unreal Development Kit.
- 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 for Team Manus
MARCH 2012 – MAY 2012 Plano, TX
Developed Nerd Rage – a 2D defense shooter with a team of four. We used the Torque X 2D engine.
- 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 for Student Programming Team
JUNE 2012 – JULY 2012 Plano, TX
Developed Dragon Wreck – A 2D wrecking ball game implemented entirely in C++ on Android Native Development Kit with one other programmer.
- Implemented core game engine with OpenGL ES 2.0 renderer.
- Conformed the application to Android app guides.
- Implemented GUI for touch interface.
- Implemented Open AL sound system.
- Fixed bugs.
Programmer for Student Programming Team
JANUARY 2012 – FEBRUARY 2012 Plano, TX
Developed Dragon Attack – A 2D continuous flying side-scroller implemented entirely in C++ with two other programmers.
- 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.
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.
Tank Game Tech Demo featuring Terrain and Concurrent Renderer
- Used my skeletal animation tools along with a classmate’s art asset to implement a 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 & UDP Layer
- Developed game network layer on top of UDP and ten player space shooter game to test.
- 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 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 an over the shoulder camera.
- Character is exported as mesh/animation only from 3DSMax into a custom binary file.