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Software Engineer Design

Location:
Chicago, IL, 60618
Posted:
October 29, 2010

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Resume:

BACHELOR, BENJAMIN G.

**** * ******, *******, ** 60618

Phone: 734-***-****

E-mail: ***.********@*****.***

EMPLOYMENT HISTORY

AI and Gameplay Programmer

High Voltage Software

03.2009 - 08.2010

. Developed new tools to suit existing AI needs

o Condition-Action-Goal based planning system and tool, inspired

by Jeff Orkin's F.E.A.R. AI

o Visual state machine system and tool

o Pathfinding and navigation mesh system and placement tool

. Systems design and implementation with a focus on combat systems

. Trained multidisciplinary individuals and teams how to use new and

existing tools

. Worked in multidisciplinary teams to design and implement all enemy

and boss behaviors

. User Interface design and implementation

AI Game Programmer

BottleRocket Entertainment

01.2008 - 02.2009

. Developed and maintained AI and gameplay systems with a focus on enemy

behavior

. Created and updated components for designers to place in the world

. Significantly optimized the Goal Action System for AI planning

. Worked in small multidisciplinary teams to design and implement all

NPC and boss behaviors

. Optimized interactions between character, gameplay, physics and

animation systems

Software Engineer

Doheny Eye Institute

01.2007 - 09.2007

. Responsible for conceiving and developing new research projects

. Wrote a hybrid decision tree/neural net AI algorithm that analyzed OCT

images to diagnose eye diseases

Research Analyst

Altarum

01.2004 - 10.2005

. Responsible for conceiving and developing new research projects

. Synthetic Aperture Radar (SAR) signal processing research

o Developed a new higher-order, time-dependent Hidden Markov Model

o Developed a new wide angle polarimetric SAR data collection

system

o Developed an algorithm that can analyze SAR data to detect,

classify and build 3D models of targets found therein

Graduate Student Instructor (GSI)

University of California

09.2001 -12.2002

. Taught advanced programming techniques in Java

. Taught introductory linear algebra and Matlab

Research Assistant / Programmer

Quake Technologies Lab, University of Michigan

05.2000 - 09.2001

. Integrated SOAR, a rule-based AI language, with Unreal Tournament to

develop an efficient, networked game loop

. developed I/O architecture and PTP networking capabilities for SOAR

Undergraduate Student Instructor (uGSI)

University of Michigan

01.2000 - 4.2001

. Led lecture sections, wrote and graded exams and homework for first

(EECS 101) and third (EECS 280) semester computer science courses

EDUCATION

University of California San Diego, San Diego, California

Graduated 06.2003

M.A. - Applied mathematics

University of Michigan, Ann Arbor, Michigan

Graduated 04.2001

B.S. - Electrical engineering

B.S. - Computer engineering

SKILLS

(Expert:) C++, (Intermediate:) C, C#, Java, Matlab

Multithreaded, networked, real-time simulation coding

Windows and Linux

Visual Stuido, .NET, STL

Gamebryo, Infernal and Quantum game engines

INTERESTS

Video games

Zymurgy (hard cider and mead brewing)

Juggling

Board games

Titles I worked on

Conduit 2 (Wii)

The Grinder (XBOX360, PS3, PC)

Secret Saturdays: Beasts of the Fifth Sun (Wii, PSP, PS2)

Astroboy (Wii, PSP, PS2)

The Flash (PS3, XBOX360)

Splatterhouse (PS3, XBOX360)

Publications

John E. Laird, Mazin Assanie, Benjamin Bachelor, Nathan Benninghoff, Syed

Enam, Bradley Jones, Alex Kerfoot, Colin Lauver, Brian Magerko, Jeff

Sheiman, Devvan Stokes and Scott Wallace A Test Bed for Developing

Intelligent Synthetic Characters, AAAI Spring Symphosium 2002



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