Jason Meisel
www.whatisjason.com
*****.******@*****.***
Redmond, WA 98052
objective
Graphics, tools, or gameplay programming internship.
Accomplishments
Built 3D graphics engines using DirectX and WebGL with deferred lighting, normal maps, texture atlasing, depth sorting and
billboarding for sprites, text rendering, an extensible particle system, bone animation, and shadow maps
Constructed graphical effects in HLSL and GLSL including meta-balls, edge lighting, motion blur, desaturation, pixelization,
screen distortion, bloom, pixelized explosions, screen glitching, screen-space reflection, and optimized environment rendering
Built a 2D physics engine in Javascript with support for tile-based environments, dynamic particles, collision detection and
resolution, and raycasting
Gave Presentation at New Game Conference 2011 on experience using JavaScript and WebGL to create SONAR
Designed and implemented gameplay elements such as levels, boss battles, character controllers, weapons, power-ups, and
scripted events
Designed and prototyped several game concepts throughout game development lifecycles
Wrote Matrix and Vector math libraries using SSE optimizations
Built a game engine in C including a 3D rasterizer, data structures (dynamic array, hash table, linked list, binary tree), and a
gameplay behavior system
Composed a 3D level editor based in Blender using Python in order to rapidly develop levels and 3D content
Fully integrated libraries such as CEGUI, Gwen, FMOD Ex, and Wwise into custom game engines
technicAl experience
Languages: C++ (4 years), C (2 years), HLSL (2 years), GLSL (1 year), Python (4 years), Javascript (1 year), Lua (1 year),
Java (3 years), x86 Assembly (2 years)
Tools: Microsoft Visual Studio, Microsoft PIX, WebGL Inspector, GNU Compiler Collection, Eclipse, Subversion, Git, Mercurial,
Doxygen, Adobe Photoshop, Blender
APIs: Windows, DirectX, OpenGL, WebGL, FMOD Ex, Wwise, C Standard Library, C++ STL
Mathematics: Linear algebra, Calculus
mAjor projects
SONAR May 2011 August 2011 at Subsonic, LLC.
Roles: Physics, Graphics, and Gameplay Programmer
Summary: A stealth puzzle game with visible sound waves, in which I wrote graphics and physics engines using Javascript and
WebGL. One of the most advanced Javascript games available.
Nous May 2010 September 2011 at DigiPen Institute of Technology
Roles: Graphics Programmer and Game Co-Designer
Summary: A story-driven action game inside the mind of a computer program, in which I implemented a DirectX graphics engine,
HLSL effects, gameplay prototypes, and the boss level.
The Y-Front January 2010 April 2011 at DigiPen Institute of Technology
Role: Technical Director
Summary: A 3D forward-scrolling shooter programmed in ANSI C, in which I implemented a 3D game engine, including a
specialized software triangle rasterizer.
AwArds
Nous Student Showcase Winner Independent Games Festival 2012
Nous Best Sophomore Technology 2011 DigiPen Game Awards
The Y-Front Best Freshman Technology 2010 DigiPen Game Awards
The Y-Front Best Freshman Game 2010 DigiPen Game Awards
educAtion
DigiPen Institute of Technology B.S. in C.S. in Real-Time Interactive Simulation Expected May 2013