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Madan Mohan Reddy Kandula

3700 Preston Road, #1236, Plano, Texas 75093


mkandula@smu.edu students.guildhall.smu.edu/~mkandula (716) 400 – 1250

Objective
• To Defy Reality

Education
• Professional Certificate in Digital Game January 2005 – July 2006
Development specializing in Software
Development, Guildhall at SMU, Plano, Texas,
USA, GPA 3.9 August 2002 – January 2005
• Masters of Science in Mechanical Engineering,
SUNY, Buffalo, USA, GPA 3.4 August 1998 – August 2002
• Bachelor of Engineering in Mechanical
Engineering, Osmania University, Hyderabad,
India, GPA 3.5 : Distinction : 74%

Guildhall Team Game Experience


Shantytown – Half Life 2 Project January 2006 – present
• Programmed game play module for item interactions
• Analyzed and coded specific functions for game
puzzles in game design document
• Major contributor for special effects coding in a two
person team
• Modify Level Editor functionality of half life 2 to
support adventure game play style

Metal Quest – convert Quake 2 into RPG July 2005 – December 2005
engine
• Programmed Progressive Mesh algorithm to support
continuous mesh level of detail
• Vertex Buffer Objects for high poly mesh support
• Programmed friendly AI NPC
• Built follow player AI
April 2005 - June 2005
Mythos – Unreal 2K4 project
• Programmed HUD and Interface elements
• Major contributor in design and coding for player
rune powers
• Programmed X-ray vision player power up
January 2005 – present
Game Technology
Trolloc Engine
• Abstract framework to support openGL and DirectX
• Scene Graph, Collision Detection and response
• Runge-Kutta, forward, backward euler integrators
• Math library - Quaternion, matrix, vector operations
• Hermit and Catmull-rom spline interpolation
• Mass-Spring-Damper system for mesh and surfaces
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Madan Mohan Reddy Kandula
3700 Preston Road, #1236, Plano, Texas 75093
mkandula@smu.edu students.guildhall.smu.edu/~mkandula (716) 400 – 1250

Trolloc Engine
• GPU bone animation using quaternion math
• 3D Studio Max exporter for this engine
• Normal Mapping with OGL ASM and DX shader2.0
• Progressive Mesh LOD for meshes
• Chunk LOD algorithm for terrain rendering
• Stack based scripting language

Terrain rendering with Geometry Clip August 2005 – December 2005


Maps
• Dynamic streaming of terrain data to GPU from hard
disk, uses Trolloc Engine
• Quad Tree Frustum Culling
• T-junction handling by progressive layer blending
January 2006 – present
Fluid Surface Simulation
• Surface physics using grid of connected springs
• Implemented rigid body dynamics of Floating body
• Reflection, refraction environment mapping
February 2005 – March 2005
Horizon Collapse
• 3D vector game with 2D image sprite animations
• Implemented Software rendering using Win 32 GDI
for the 3D pipeline
January 2004 – January 2005
Masters Thesis
Parallel Granular Flow Simulation
• Programmed fluid dynamics of particle physics in C
• Utilized Message Passing Interface (MPI) for
multithreaded programming on distributed memory
architecture of SGI origin 3600

Software Skills
• C/C++,Java, Visual studio, Visual Basic, Win32
API, SQL server, MS office, MATLAB, ANSYS,
openGL, DirectX, MPI, openMP, Multithreaded
Programming, FEM/FEA, Multigrid algorithm
• Heuristic Optimization - Genetic Algorithm,
Artificial Neural Networks, Simulated Annealing
June 2003 – June 2004
Work Experience October 2002 – December 2002
• Gym Facility Front Desk Monitor, SUNY, buffalo
• Food Service, FSA, SUNY, buffalo
Keywords : Direct3D, graphics, video, console, PS2, Xbox, computer, PC, soft body, shared, MOD, virtual reality, multi core

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