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TIGSource ForumsJobsPortfolios[Paid Only] Game, tools and graphics programmer (cross platform experience)
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ziacko
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« on: April 19, 2019, 09:19:52 AM »

[email protected]
Portfolio Links

Biography
A self-guided individual who is is able to easily fit to a wide range of work environments and cultures.
My long term goals are to create games that tell incredible stories with amazing characters in which players feel they are part of a massive universe far greater than themselves yet have the ability to impact it in enormous ways.

Experience
Game Programmer, Impact Wall Sydney, NSW. Custom driver software + demo game projects in Unity 3D for Impact Wall's proprietary laser wall technology.   July 25th 2016 - January 2018

Experience (Voluntary)
  • API programmer, Sydney, NSW. Created a series of cross-platform C++ libraries | Various individual open source projects in 2014 - Currently
  • Tools and games programmer, UAA Software, Sydney, NSW. Created a Windows based tool used to decompile and display SPIRV files as well as volunteering to work on ‘shoot-em-up’ game in Unreal Engine 4

Education
   
  • Advanced diploma of professional games development (programming) at the Academy of Interactive Entertainment, Sydney. Graduated 2013
  • Vocational graduate diploma of Management (learning) at the Academy of Interactive Entertainment, Sydney. Graduated 2014
  • Bachelor of Games and Virtual Worlds (programming) at the Academy of Interactive Entertainment, Online, Graduating 2019

Professional Achievements
   Developed a series of cross-platform libraries and applications
      
  • TinyWindow: a cross platform OpenGL window API written in C++  with a focus on multiple windows, clear and concise documentation, ease of use and only consists of a single header file(Also supports Vulkan, 144 stars on GitHub, 10 forks).
  • Temporal Anti Aliasing(TAA): Implemented TAA within a custom engine using the above projects. This includes modern cutting edge features including edge detection, (Halton 2,3) jittering, depth disocclusion testing and handling, spatial neighbourhood and temporal filtering, opacity dither.
  • TinyExtender: a cross platform OpenGL extension API written in C++  which focuses on Managing OpenGL extensions whilst being user friendly and powerful.
  • TinyShaders: a cross platform OpenGL shader API written in C++ which was made to help users manage OpenGL shaders  and shader programs with a focus on ease of use and control.
  • TinyClock: a cross platform CPU time API written in C++ to measure the performance of existing projects and was made as a tool to measure performance of any existing C++ project.
  • SPIRV Viewer: A Windows based tool used to decompile SPIRV binaries to GLSL and SPIRV assembly source as well as shader reflection information.
  • Various Misc graphics features: bloom, fake HDR, parallax mapping, Cel and Toon shading, volumetric lighting, pixelation, contrast, Perlin noise, chromatic aberration, forward and deferred rendering, texture filtering, multiple edge detection filters, normal maps, tessellation and Gaussian blurring


Programming fields of interest
   
  • Tools and engine programming
  • Cross-platform programming(Windows, Android and Linux)
  • Graphics programming
  • Gameplay

Computer Languages
   
  • C/C++
  • GLSL and HLSL
  • C#
  • Powershell and Bash

Libraries
   
  • OpenGL, Vulkan and GLES
  • FreeImage, STB_Image, GLI and SOIL
  • FBX SDK and Assimp
  • GLFW, SDL, EGL, GLEW and GLM
  • X11, Xlib and Win32
  • Wxwidgets and QT 5
  • NGUI and ImGUI
  • SPIRV cross
  • Shaderc

Software
   
  • version control solutions including Perforce, SVN and Git
  • bug tracking solutions including GDB, Valgrind and Github bug tracking
  • CMake and Makefile experience
  • Experience developing in linux / unix environment, including embedded contexts
  • Unreal Engine 4(1 year) and Unity3D(4 years) experience.

Project and Business management skills
   
  • Familiar with business side of software, including business concept, project design and development and their associated processes, team and community building and growth. This also includes project scheduling and budgeting as well as being familiar with Waterfall, Lean, Big Bang and Agile(RAD and Scrum) development cycles.
  • Communication skills
  • Active listening
  • Communication using body language, eye contact, hand gestures and tone
  • Clear and concise language
  • Casual and friendly tone
  • Honest and constructive feedback

References
   
  • Dan Toose
       Incubator coordinator at Academy of Interactive Entertainment Sydney. Formerly a designer at The Creative Assembly on titles including Medieval II: Total War, Medieval II: Total War Kingdoms and London 2012. | Email: [email protected]
  • Xi (Ma) Chen
       Currently Rendering Engineer at Activision Blizzard(Sledgehammer Games). Formerly Software Engineer at NVIDIA Santa Clara, worked on the mobile 3D driver team.
       Email: [email protected]
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