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Engineer Years Experience

Location:
SF, CA
Posted:
October 05, 2012

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Resume:

E MAIL *********@*****.***

WEBSITE: www.playmorevideogames.com

PATRICKHACKETT

SENIOR GAMEPLAY PROGRAMMER

SUMMARY OF QUALIFICATIONS

* ***** ******** **********

Fluent in C++

Experience with C, C#, Lua, Java, and Managed C

Experience with PC, Xbox 360, and PS3 development

2 years experience with Bullet Physics Engine

1 year experience with Microsoft Kinect

7 years experience with DirectX, OpenGL, and GDI

1 year experience with Havok Complete 5.0 and Unreal Engine 2.0

EXPERIENCE

October 2008currentDouble Fine Productions San Francisco, CA

Engineer on Double Fine Happy Action Theater [March 2011January 2012]

Worked on a small team with a very fast design to iteration to polish workflow.

Used limited and noisy input data to define player mechanics that registered at a

consistent and responsive level.

Maintained gameplay for 18 unique player experiences.

Lead Gameplay Engineer on Iron Brigade [November 2009March 2011]

Created data driven mission structure, enemy pacing, and special event timing for

procedural gameplay.

Wrote Chatter Manager to handle all in game dialog for player character and NPC reactions

and banter.

Worked with the audio team to sequence special events, score boss fights, and integrate

dialog.

Scripted boss fights, wrote logic for player weapons and emplacement, and helped

implement AI behaviors.

Responsible for all things gameplay.

Gameplay Engineer on Brutal Legend [October 2008 Rocktober 2009]

Extended existing codebase while working with the animation team to implement context

sensitive Double Team attacks. The Double Team attacks became a focal point and the most

celebrated portion of the multiplayer skirmish game mode.

Worked with the design team and other gameplay engineers to create game missions using

Lua scripts and Maya-placed assets.

May 2005October 2008Rainbow Studios Phoenix, AZ

Tools / Gameplay Engineer on MX vs. ATV: Reflex [January 2008September 2008]

Created and maintained support for an animation tool that allowed users to combine a

collection of animations with basic logical commands to create a more complex "behavior"

while maximizing animation reuse. This tool allowed the animators to achieve natural rider

reactions, highlighted in the Rider Reflex system.

Created and maintained support for a visual timeline tool that allowed users to set

various timed events. The timeline could be exported to a Lua script which was then used

to direct an in-game cutscene

Gameplay Engineer on MX vs. ATV: Untamed

[

April 2006December 2007]

Worked closely with the animation team to develop tools and asset pipelines necessary for

all our in game animated models.

Maintained existing engine code, ported legacy code to new development platforms, and

managed cross-platform development



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