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