Mitchell Martin Resume

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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

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