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Résumé

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6400 Ohio Rd. #623
Plano TX, 75024
(972) 837-5566
wreynard at smu dot edu

Game Experience

 

6 Shooter Showdown: Most Wanted

[Programmer, Internship]

July 2006 – March 2007

 

  1. Mobile title published by Hudson
  2. Developed 2 Mini Games and Mission Script System
  3. Developed in Java, ported to Brew

 

 

Xbox 360 and PC cross platform engine

[Programmer, Internship]

July 2006 – March 2007

 

  1. Engine being used for unannounced Xbox Live title
  2. Member of 5 person development team designing and implementing the engine
  3. Developed multithreading abstraction layer, math and collision classes,
    quaternion camera, and resource management classes
  4. Wrote the particle system back end
  5. Wrote a Softimage XSI mesh exporter

 

 

Particle System Editing Tool

[Sole Programmer]

September 2006 – March 2007

 

  1. Wrote a lightweight C# / Managed DirectX renderer
  2. C# particle editing tool
  3. Bezier curve paths for particles
  4. Particle physics for linear forces, vortices, and rotations
  5. Single unmanaged C++ backend for particle simulation, used in game and in the tool
  6. Event based model for particle effect chaining
  7. Arbitrary billboard shapes for particles
  8. Particles and Emitters can both be meshes
  9. Optional Radix Z-Sorting of particles
  10. Graphical controls editing all particle behaviors

 

 

The Fiona Project – Source Engine Project

[Programmer]

September 2006 – March 2007

 

  1. Iterated 5 versions of a black and white comic book style rendering shader
  2. Rearranged the main rendering path in order to apply a selective post process shader
  3. Wrote a normal + depth based post process outline shader
  4. Worked with Artists when iterating the shader designs

 

 

3D Studio Max Exporter

[Sole Programmer]

January 2006 – March 2006

 

  1. Exports vertex, index, and quaternion bone data
  2. Calculates Tangent, Bitangent, Normal matrix per vertex
  3. Chunked file format for easy expansion and backwards compatibility

 

 

Dual API rendering engine

[Sole Programmer]

October 2005 – March 2006

 

  1. Supports OpenGL and DirectX
  2. Quad Tree Scene Graph for Terrain Rendering and Collision
  3. Patch based LOD Terrain Rendering
  4. Texture Splatting with 6 layers of splats for Terrain Texturing
  5. Allows Editing of Terrain in Real Time, including Heightfield and Texture Splatting modification
  6. Supports Quake 1 BSP files, rendered with PVS and frustum culling
  7. Bump Mapping, Vertex and Pixel Lighting, Texture Splatting, and
    animation Shaders in HLSL and ARB assembly
  8. Supports Quaternion Based Character Animation with 4 bone influences per-vertex, on the GPU
  9. Developed Particle Systems with Minkowski Collision and an RK4 integrator
  10. Spring - Mass – Damper Systems

 

Element – Unreal Tournament 2004 Project

[Programmer]

January 2006 – March 2006

 

  1. Generated a Technical Design Document for the project
  2. Integrated new meshes, skeletal meshes, sounds and textures into the game
  3. New actors effectively and efficiently replicated across the network
  4. Coded new particle systems

 

 

Dynamic Cloud Generation

[Sole Programmer]

April 2006 – June 2006

 

  1. Approximated atmospheric fluid dynamics with a coupled map lattice
  2. Modeled advection, vapor diffusion, viscosity and pressure,
    thermal diffusion, and phase transition
  3. Coupled map lattice is an extended form of cellular automaton

 

 

WillScript scripting language

[Sole Programmer]

April 2006 – May 2006

 

  1. Weakly typed scripting language.
  2. Allows scripter to call into engine functions.
  3. Implemented a stack based virtual machine to run scripts.
  4. Wrote and tested quick sort and recursive factorial algorithms in WillScript

 

 

Fire Magus - 2D Platform Game

[Sole Programmer]

July 2005 – September 2005

 

  1. Developed a sprite based particle system
  2. Generated procedural lightning with bloom effect
  3. Built blitting methods from scratch, used 1 Win32 call to present back buffer to screen
  4. Integrated FMod for sound support

 

Skills

 

Languages

  1. C\C++, C#, UnrealScript, Java, HLSL, ARB Shader Assembly, x86 Assembly, Sql, PL/Sql

APIs Worked With

  1. Xbox 360 XDK, DirectX, OpenGL, 3DS Max SDK, Softimage XSI SDK, FMod Sound Library

Software

  1. Microsoft Visual Studio 2003 / 2005, Adobe Photoshop CS2, UnrealEd and UDE, Tortoise SVN, Subversion Source Control, Microsoft Office (Word, Excel, PowerPoint, Project, FrontPage)

Education

 

Guildhall at SMU – Plano, TX

July 2005 – March 2007

 

  1. M.S., Interactive Technology in Digital Game Development (Software Specialization)

 

 

Wichita State University – Wichita, KS

2002 - 2005

 

  1. B.S., Computer Science
  2. Minor in Mathematics

 

Job Experience

 

Sherwood Construction Co., Inc.

[IT Technician/Network Admin]

1999 - 2005

 

  1. Supported approximately 100 users across 5 locations and 3 states
  2. Windows Server 2000 / 2003 Domain Administration, Linux file server support
  3. Hardware and Software troubleshooting and replacement

 

 

 

 
     
Guildhall at SMU