Skills and Qualifications

Game Development Experience (Commercial)

AI Programmer APB: All Points Bulletin (Windows)

Responsible for implementing, extending and maintaining AI systems for a large scale, online sandbox game. Primary tasks involved simulating a large population of AI controlled vehicles within a highly dyamic urban environment.

Designer Re-Mission 2 (Windows)

Freelance contract with HopeLab to develop new concepts that would expand on the core mechanics of the original Re-Mission, a game created for teens who have been diagnosed with cancer. Collaborated with the Producer and Technical Lead of the project to ensure that the final deliverable fulfilled the intended goal of increased gameplay variety while retaining the proven treatment benefits of the existing game.

Programmer Marvel Trading Card Game (Nintendo DS)

Responsible for implementing an auto-pass system and other gameplay logic.

Lead Programmer Disney's The Santa Clause 3: The Escape Clause (Game Boy Advance)

Oversaw a small team of programmers to ensure that all project milestones were met. Primary responsibilities included designing and writing new object-oriented system components, and communicating with the Art and Design Leads about overall goals and specific tasks.

Programmer Cabbage Patch Kids: The Patch Puppy Rescue (Game Boy Advance)

Implemented the majority of AI, collision, and game object behavior logic.

Programmer Elevator Action (Mobile/BREW)

Refactored the entire AI system into a much more elegant, scalable, and intuitive object-oriented design.

Game Development Experience (Academic/Other)

Programmer/Designer Kigo (Browser)

Personal project to create a prototype for a browser based puzzle game in ActionScript. Wrote an initial design document and implemented a fully functional, playable prototype on my own. Set up and maintained a source code repository to better facilitate rapid experimentation.

Designer Brickle (Game Boy Advance)

Homebrew handheld game prototype, came up with initial concept and worked with a single programmer to implement a working demo. Provided design and implementation guidance and project oversight.

AI Programmer Insanity (Windows)

Worked in a small team to create a complete 3D game engine from scratch, with significant personal contributions to the AI, camera, dynamic collision, and many other vital system components.

Technical Designer Cardboard and Steel (Windows)

Wrote and maintained a comprehensive design document, including a realistic, prioritized catalog of all game features. Programmed the camera system and script interface. Also wrote and edited all in-game dialog.

Lead Designer Office Gear Solid (Windows)

Proposed original game premise and guided the team toward implementation. Programmed the AI, collision, level editor, and game object behaviors. Maintained the design document and technical specifications.

Programmer/Designer Skywriter (Windows)

Completed an enjoyable, fully functioning game in two weeks with no outside assistance.

Level Designer Jack Dash!! (Windows)

Came up with the original game concept and utilized custom tools to build game environments.

Additional Experience

Employment History

September 2008 - Present Realtime Worlds AI Programmer

April 2005 - October 2006 1st Playable Productions Programmer

July 2001 - December 2002 Electronics Boutique Sales Associate

Education

January 2003 - December 2004 Full Sail University

*References and portfolio samples available upon request.