Mitchell Martin Resume
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Transcript of Mitchell Martin Resume
Mitchell Martin Software Engineer
(479)-567-4784 [email protected]
/in/MLMartin275
Summary At heart I am a problem solver that gets motivated by being challenged, learning new skills and improving myself, I have a passion for graphics and systems engineering and a strong background in 3D math which helped me create a 3D rendering pipeline and a software rasterizer.
Education Bachelor of Science, Game Development Full Sail University, Orlando, FL January 2013 – October 2015 GPA: 3.4
Bachelor of Information and Communication Technology, Game Development Amsterdam University of Applied Sciences, Amsterdam, NL Attended August 2011 – June 2012
Languages C/C++
C#
JavaScript
HLSL
Java
Actionscript 3.0
Technical Knowledge Graphics Programming
3D Math
Multithreading
Real-Time Animation
Engines
Unity3D
Unreal Engine 4
Clickteam Fusion 2.5
API & Libraries Direct3D 11
OpenGL
Flixel
Platforms PC
Android
Windows Phone
Version Control Perforcce
SVN
Git
IDE Microsoft Visual Studio
WebStorm
Eclipse
MonoDevelop
Spoken Languages English
Dutch
Industry Experience Software Developer I November 2015 – June 2016 Everi Holdings Inc., Austin, TX Developed multiple casino games writing JavaScript code on top of a C++ based proprietary engine. Was sole programmer on projects as part of a multi-disciplined team that used Agile development methodologies, JIRA project management, and Perforce source control.
Gameplay Developer January 2015 - Present Continuum Studio, Winter Park, FL Developing games using Unreal Engine 4
Awards
Course Director Award for DirectX, Game Project III & Software Engineering
Sorcerer title in DirectX class
Merlin title in Graphics 1 class
Relevant Experience
Don’t Be A Jerk June 2015 – September 2015 3D split-screen first person shooter created in C++ with a seven man programming team with weekly sprints and monthly milestones using Hansoft for sprint management and a Perforce repository for version control
Built 3D rendering pipeline which includes:
Dynamic Indexed Forward Lighting System
Dynamic Shadow Maps for Directional and Spot Lights Using Percentage Closer Filtering
Geometry Instancing for Static and Animated Meshes
Post-Process Effects utilizing GPU Compute Shader
Debug rendering for bounding volumes and light index grid
Created an animation system utilizing GPU based skinning
Helped design system architecture
Armored Eternity March 2015 – May 2015 3D third person shooter created using Unreal Engine 4 with an eight man programming team with weekly sprints and monthly milestones using Hansoft for sprint management and a Perforce repository for version control and it was prototyped using Unity3D
Implemented weapon and projectile functionality
Imported animations and models from Maya
Created modular body part system
Implemented camera movement
Created radial HUD elements
Graphics 2 Project January 2015 3D graphics tech demo created in C++ using Direct3D 11 in a month with weekly milestones and a Git repository for version control
Dynamic Ambient, Directional, Point and Spot Lights
Normal Mapping using procedurally generated tangents
Shadow Mapping for Directional Light
Infinite Skybox utilizing Cubemap
Geometry Shader generated particle using frustum culling
Monochrome Post Process Effect using Render-to-Texture
Darklight Asylum December 2013 – February 2014 2D top-down survival horror game created using C++ with a three man team using scrum methodology with biweekly milestones and a SVN repository for version control and it was prototyped in Unity3D
Dynamic tile-based lighting system using recursive shadow casting & tile-based level system
Created a level editor created in C#
Implemented several AI agents using waypoints and flocking algorithms
Game Jams January 2013 - Present Participated in 8 Game Jams using a variety of development tools, I participated in: Global Game Jam 2013, ClickJam March 2013, ClickJam August 2013, GPC Game Jam 2014, ClickJam September 2014, HorrorJam 2014, Global Game Jam 2015, HoF Game Jam March 2015
Memberships
IGDA
Guild of Independent Game Developers
Full Sail Tabletop club