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Jordan Kai Ward Logan

jordan.k.w.logan@gmail.com
http://jordankwlogan.weebly.com

Programmer

www.linkedin.com/in/jordankwlogan

Qualifications

Skilled in the design and implementation of various graphical rendering techniques including tile -based deferred rendering.

Experienced in component-based architecture design and implementation.

Skilled in debugging and optimization.


Collaborated with 3 to 15-person game development teams for eight month development cycles starting from preproduction
and going all the way to final.

Student Game projects

DirectX 12 Demo - Solo

10/2015 - Present Languages

Designed and implemented a multi-threaded 3D DirectX 12 graphics engine in C++11.


Used compute shaders to generate height and normal maps for terrain.
Created tessellation shaders to render terrain from a height map based on distance.
Built a CPU and GPU instrumental profiling system.
Created a framework to handle the creation and management of GPU resources.
Implemented a dynamic shader pipeline with a resource reflection system.
Built a 3D templated math library.

Crystallite - Graphics Programmer

Skills

7/2014 10/2015

Created a 3D DirectX 11 graphics engine in C++11 for a multiplayer co-op 3D Gauntlet-style


game.
Implemented HLSL compiling, reflection, and binding.
Adapted a deferred shading algorithm into the graphics engine.
Programmed BlinnPhong illumination model in HLSL.
Upgraded the rendering algorithm to a tile-based deferred rendering algorithm.
Implemented a forward+ rend ering pipeline for transparent objects.
Replaced the DirectWrite-based font renderer with font atlas textures.
Built a FBX model importer tool with viewing functionality.
Collaborated with fellow programmer to add animations into engine.
Was showcased at PAX Prime 2015 by DigiPen.

Goo Racer - Engine Architect

C++03 Skilled
C++11 - Skilled
HLSL - Skilled
GLSL Proficient
C# - Proficient
Lua Exposure
XML Exposure

Software

Visual Studio
GCC/G++
Tortoise SVN/HG
Doxygen
NVidia NSight
Visual Studio
Graphics Debugger
WinDbg

API

7/2013 5/2014

DirectX 9 12
OpenGL
C++ STL
FBX
Win32

Designed a component-based DirectX 9 game engine in C++03 for a multiplayer 2D racer.


Worked with teammate to create a sprite atlas creation tool.

Created an object factory and serialization system for the creation of components.

Coding Experience

Collaborated with the game designers to implement the different game mechanics.
Implemented the games UI using C++.

Experience

Helpdesk Analyst

2/2013 Present

DigiPen Institute of Technology

Troubleshot computers, replaced failing hardware, and reimaged computers.

Created, tested, and deployed software deployment packages.

Collaborated with students and teachers to fix computer issues.

Education

DigiPen Institute of Technology

7/2012 4/2016 (expected)

Bachelor of Science in Computer Science in Real Time Interactive Simulation

2D/3D graphics
Pipelines
Deferred rendering
BlinnPhong
illumination
Physics
Serialization
3D Math
Image processing
Optimization
SSE

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