Programming and Scripting
· Proficient in C++, C#, and UnrealScript.
· Knowledge base of Python, Java, Visual Basic, MEL, ActionScript 3.0 and Lua.
· Familiar with Visual Studios IDEs (2005, 2008, 2010), Bloodshed Dev C++, Notepad++, WOTgreal, CodeBlocks.
· Experience with OpenGL, DirectX, OGRE, XNA, SDL, Game Maker, Unity and UDK along with other graphics and game engines/frameworks including Scripting for Autodesk Maya, 3DS Max, and the Adobe Suite.
Experience
PixelSloth (Forecourse Inc.) - Gameplay Programmer
48 Hr Game Jam 2012
· Character switching functionality
· Pawn movement and object interaction
· Camera functionality
Languages
C++
C#
UnrealScript
ActionScript 3.0
Python
Lua
Java
Visual Basic
MEL
Environments
OpenGL
DirectX
OGRE
XNA
SDL
Game Maker
Unity
UDK
Autodesk Maya
3DS Max
Adobe Suite
2010 - present
2010 - present
Ground Branch (Blackfoot Studios) – Gameplay Programmer
May 2012 - July 2012
· Scaleform UI development for modular pawn creation
· Animation replication
Patriots – Sons of Liberty (Molitov Games) – Gameplay Programmer
March 2012 – June 2012
· Cover System for geometric checks, blind fire, auto crouch, and aim to fire
· General team code refactoring
Art Institute of California – Orange County Santa Ana, CA
Bachelor of Science in Visual Game Programming
Graduating: September, 2013
Education
The Arena (RTB Games) – Lead Programmer
Oct 2011 – July 2012
· Enemy AI for search and destroy
· Camera Functionality for camera positioning and directional character rotation
· Enemy and Wave Spawning System with randomized pre-made and procedural waves
· Physics system alterations
Morphin’ Mayan (Forecourse Inc.) – Gameplay Programmer
48 Hr Game Jam 2012
· Character Management and Creation for character switching and in game elements
· Camera Functionality for camera positioning and directional character rotation
· Custom Kismet Nodes for trap creation and triggers
Patriots – Sons of Liberty (Molitov Games) – Gameplay Programmer
March 2012 – June 2012
· Cover System for geometric checks, blind fire, auto crouch, and aim to fire
· General team code refactoring
Elephant in the Room (RTB Games) – Lead Programmer December 2012
• Search and destroy AI
• Shadow based stealth mechanic
• GUI functionality
• Alarm traps
• Camera system
Deadbeat (Forecourse Inc.) - Gameplay Programmer January 2012
• Kamikaze based AI
• Turret AI
• Major boss fight