Résumé
Experience
Unity Developer - Ratrod Studio Inc. (May 2014 - Current)
At Ratrod, I was brought on as a Unity Developer, but because of my skillset, and the size of the company, I’ve quickly filled many other roles. In the first few months, I’ve designed and implemented a multiplatform build automation pipeline, wrote an array of tools, and created a custom shader library. Currently, I’m working on a gameplay framework, and gameplay logic for a future game.
Program Assistant - Algonquin College (November 2012 - April 2014)
I was hired as a Game Development Program Assistant while attending Algonquin College. I worked with students looking for help understanding what was being taught in class, or just looking to develop their skills.
Freelance 3d Artist - Pub Games, Lukewarm Media, Isotx, Tankrush ltd (December 2011 - March 2014)
I worked on and off as a Freelance 3d Artist for a number of projects, such as Primal Carnage, Mideast Crisis, and the Iron Grip franchise. I worked with the on-site developers to understand the project’s needs, and ensure my work met their requirements.
Projects
Renegade-X (September 2006 – Current)
Renegade-X is a project I've been involved with since its inception as a total conversion mod for Unreal Tournament 3. When the UDK was released by Epic Games in 2009, we decided to make the move, and release as a non-monetized indie game, first in 2012 with the single player experience "Black Dawn", and later with an open multiplayer beta in 2014. Since releasing the multiplayer beta on UDK, we've had more than 500,000 downloads, and have been featured on a multitude of gaming websites.
Project Full-Throttle (January 2013 - April 2014)
Project Full-Throttle was our culminating student project at Algonquin College. Working within the Unity game engine, I was responsible for the technical direction of the project, developing a gameplay framework, vehicle physics, and visual effects. As I was the only member of the group with previous experience creating 3d art assets, I also assisted the other artists in creating the game's visuals.
XNA Platformer (September 2012 - December 2012)
A group project, we were tasked with creating a prototype of a 2d game using XNA. I developed an entity-component game framework within XNA, complete with a working level editor, and Box2d integration.
Education
Algonquin College (September 2011 - April 2014)
Game Development - 3 Year Advanced Diploma
Skills
Technical Skills:
- Significant programming experience with C++, C#, and Unrealscript
- Shader and material creation with both node and text based editors
- High and Low resolution hard-surface modeling and UV mapping
- Stylized and photorealistic texture creation
- Performance profiling and optimization
Software: 3D Studio Max, Photoshop, Visual Studio, UDK, Unreal Engine 4, Unity
Programming Languages: C++, C#, Unrealscript, Cg