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TIGSource ForumsJobsPortfoliosAI, Engine, and Gameplay Programmer
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Author Topic: AI, Engine, and Gameplay Programmer  (Read 796 times)
vpostman
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gameplay programmer for openOutcast


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« on: May 14, 2012, 04:28:50 PM »

Introduction

Name: Kevin Daley
Location: Atlanta, GA
Occupation: Programmer

Hi, I'm looking for coding work (preferably remote/freelance).  Have extensive knowledge of C++, C#, and CryEngine 3 SDK as well as fundamental 3D data structures and math, game engine architecture and algorithms, SIMD vectorization (intrinsics and assembly), cross-platform experience and technical writing, Object-oriented/Data-oriented best practices.  I also have working knowledge of Unity, but nothing to brag about. 

Will work for competitive low rates, esp. for new indie studios who provide an interesting challenge/vision.  Willing to consider profit-sharing for small projects with reasonable release schedule and something already working. 

Currently volunteering full-time with openOutcast, demo scheduled for release very shortly.  Available for work 40hr/week across time zones, extremely efficient and pretty good with version control.  Will document all code and use static analysis wherever possible.

Notable projects:


neural_brdf: trains a C multilayer perceptron to approximate measured BRDF data, includes sample glsl shader.

SoftwareSVO: a CPU sparse voxel octree with SIMD-optimized traversal routines and fast, cache-efficient allocation.  Written in C++ with inline assembly.

multi-agent-games: Game AI in C#/Mono using multi-agent utility theory and (WIP) HTN planning.  Used in openOutcast demo "Oasis 1.3".



Work samples:
http://github.com/vpostman
(more coming once Oasis demo is finished)

Twitter: vpostman
Send me mail: [email protected]
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vpostman
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gameplay programmer for openOutcast


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« Reply #1 on: April 26, 2013, 08:37:48 AM »

So, I've got a few emails about this, but I want to let you guys know that I am now in school fulltime and not pursuing gamedev work anymore.  Cheers!
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