Oriented Programming in C#, Native C, C++ and Visual Basic.NET,
focusing primarily on game engine and content creation tool
Programming with DirectX, XNA for Windows and the Xbox 360, with
some OpenGL experience.
and Pixel Shader Programming with hlsl.
network programming experience
Scripts in MaxScript for 3dsmax
Modeling of Characters, Weapons and Environments in 3dsmax, Maya
and Concept Design and Digital Painting in Adobe Photoshop and
with Unreal Engine 2 and 3, Unity, and id tech 3/4.
Adobe Flash and actionscript experience
July 2013 – December 2013:
Programming contractor at MFV
an iOS adaptation of the board game Qwirkle by Mindware. I
developed much of the app from a simple functional prototype. I
added additional difficulty levels for the AI, perspective and
top-down camera modes and navigation, pass and play mode, all
user-interface programming including alternate UI for the
iPhone, Helped the art team enhance the look of the game and
programmed the Game Center integration for online play.
December 2008 – July 2012: 3d
Engine and tools programmer at Icarus Studios
a river system allowing artists to quickly draw out paths in the
world editing tool. On export the rivers would be automatically
generated along the paths, including automatic placement of
waterfalls and mist particle effects where appropriate
a new rendering pipeline for the tree system in the Icarus
Engine to allow for the use of custom tree models. The system
included leaf translucency effects and wind.
several rendering features and shaders for the engine including
water, terrain, grass, sky and global lighting.
several features to the world editing tool and the ecosystem
an application layer to allow a game using the Unity Engine to
communicate with the Icarus XScape backend.
on some game code including a boat vehicle type and a fishing
mini-game for an unannounced project.
on optimizations for existing engine systems.
several maxscripts for exporting content from 3dsmax into a
format usable by the engine, as well as automating processes to
speed up artists workflow.
Flash effects animations for the Heroclix TabApp
2007 – December 2008: Lead Character Artist for Fallen Earth at
for updating the player avatars and the armor that players and
npcs would wear.
artists working on armor and gear
with the design department to design the various armor and gear
for players and npcs in Fallen Earth.
2005 - March 2007: 3d Artist at Icarus Studios.
per-pixel lighting with normal mapping with several light types
mapped ambient pass with placeable ambient lights to vary color and
intensity of ambient lighting in the environment, blended with
light maps for ambient and global illumination
soft shadows and projected texture effects on light sources
the Bullet Physics Engine for rigid body physics and ragdoll
detection and character animation
scene system allowing various game types to be made easily with the
engine (i.e. the engine is just as suited for making an RTS as it
would be for a FPS).
2013 - Present
on my own game project called Seed of Chaos using my game
engine. It is a sci-fi top-down 3d action adventure game
influenced from classic games such as Super Metroid and Legend
of Zelda. It features a large interconnected world to explore,
upgrades that enhance the player characters abilities and allow
them to reach places they could not previously, and a cover
mechanic for combat.
Of Communication Arts, Raleigh NC -- Associates
of Applied Science in Digital Animation, June 2005 with honors.