This website is now a few years out of date. I currently work at
Bungie and love it there. At some point I may get
around to adding a project page for my last project at DigiPen,
Leshy. Until I get around to updating everything
and remove this paragraph, assume everything on this page and on my resume is old.
I am currently a Masters student at the
DigiPen
Institute of Technology and recently graduated with a BS in
Computer Science from
Carnegie Mellon University. As soon as I started studying
computer science, I realized that I wanted to make games, and have been directing my
education to get as much experience as I can in any field that I can relate to game
development.
My coursework at Carnegie Mellon has given me a strong base in computer science. I
learned the basics of working in a 3D environment from my
Graphics course, I know how to set up and
use socket connections from my
Networks
course, and I have learned about searching and planning in my
AI course. In
addition, the broad selection of languages I have used in my courses, from C and
Java to SML and Perl, has given me a strong understanding of the different uses of
languages as well as the skills to rapidly learn new ones.
I am now continuing my education at DigiPen, focusing much more tightly on game
development. This last semester I took courses on C++, the fundamentals of game
development, and curves and surfaces. One of my large projects from this last semester
involved creating a component based engine from scratch and then building a
small game
using my new engine. This semester I am taking a course in advanced computer graphics,
two courses on artificial intelligence, and a project course in which I will be making a
game as part of a small team.
I also already have experience developing games outside of classes. In the summer of 2008, I worked as an
intern at Treyarch, one of the studios owned by Activision. Among other assignments I
had, I was responsible for recreating the text rendering system so that is could
generate quads for each character on the fly instead of using stored meshes.
In addition, I added hooks into the text rendering system to allow the same system to be
used to display controller buttons and gestures on the UI. Over the summer of 2009, I
taught myself how to use the iPhone SDK and created an
iPhone
game with one of my friends. In the summer of 2010 I worked with a friend to create
a
puzzle game with a level editor that can be compiled and run on
both Windows and OSX. In addition to these projects, I have worked on two different games
with the
Game Creation Society at Carnegie Mellon:
Project Origami and
BeeStruction.