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Education
DePaul University, Chicago, ILExpected June 2017
Bachelor of Science in Computer Games Development
Technical Summary
Languages: C++, C#, Java, Python
IDEs: Visual Studio
Game Engine Platforms: Unity, Unreal Engine, Game Maker
Version Control Software: Perforce
Frameworks and Libraries: DirectX 12, FMOD
Rendering Software: Maya
Resource Management
o Wrote a system to correctly store and retrieve models, shaders, textures, sounds, and images by self-made hash
tables.
Game Loop Managers
o Created underlying systems to support a fully functional game loop.
o Includes Game Object functionality for Update, Draw, Input, Alarm, and Collision Systems.
Implementation of Programming Design Patterns
o Always referred to Visitor, Observer, Singleton, Command, or Factory patterns when tackling design decisions for
systems.
Collision System
o Constructed collision types such as Bounding Spheres, Axis Aligned Bounding Boxes, and Oriented Bounding
Boxes.
o Designed a simple Spatial Partitioning system to reduce the cost of testing collisions between two objects by
tests of collide-able groups.
Audio System
o Incorporated the use of FMOD for the inclusion of sounds and music within the engine.
o Created wrapper functions for users to easily access systems of FMOD to create and play sounds.
3D Math
Linear Algebra
Matrix Math
o Able to compute matrix math dealing with world transformations
Vector Math
o Used vertices in 3D space to determine vectors that can be used to compute distance between objects, vector
directions, and 3D model face normals for environments that use lighting.
Collision Intersection
o Studied collision intersections with Rays, Lines, Bounding Spheres, Axis Aligned Bounding Boxes, and Oriented
Bounding Boxes.
o Made special use of Ritters Algorithm and the Separating Axis Theorem test.
Lighting / Texturing
o Developed HLSL shaders for GPU-based vertex/pixel transformations that dealt with texturing and lighting and
fog.
o Created specific graphics and shader objects that housed the management of the HLSL shaders.
o Used vector and matrix math to determine lighting normals.
Simple Models
o Wrote functions to create simple 3D models such as a Pyramid, Sphere, Cube, and a Skybox.
Terrain Mesh
o A terrain that creates a height map based on textures applied to it.
o Is also affected by lights incorporated into the scene.
Mirrors
o Implemented a simple mirror system that reflected specific game objects within the scene.
Fog
o Modified Vertex and Pixel shaders to accommodate a fog-like look that changes in opacity when zoomed in or
out.
Applied specific optimization techniques to existing projects in order to improve overall performance:
o SIMD
o Caching and Data Alignment
o Memory System Optimization
o File System
o Return Value Optimization
Incorporated each optimization technique into a system that produced over 25,000 particles (2.5 times faster).
Senior Year Capstone game centered on multiplayer teamwork on a nautical alien ship to defeat an opposing team.
Worked with Unitys Photon networking system to create a 4-player game experience.
Developed camera controls, multiple ship stations, and environmental design and layout.
Single player game about a mother hen who must rescue her baby chicks from a dangerous wolf.
Lead a 4-person team as producer while also holding the position of lead programmer.
Global Game Jam 2016 submitted game which was constructed from the theme of Ritual.
Level designed in Unity and programmed most player interactions and game events in C#.
Promote sales by providing customers with a comfortable experience and knowledge of the product.
Help co-workers with whatever they need to also provide an enjoyable work experience.
Accommodate to customers and their needs to increase customer satisfaction.
Provide a warm and comfortable experience to all visit the restaurant.