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Resume
http://www.tabiv.net/wp-content/uploads/2011/02/tabiv_online_resume.docClick here for a .doc of my resume, mailto:*****.*******@*****.****-mail me if you want a list of my references, code samples, etc.
Last updated Feb 3, 2010
Work Experience iLink Systems
Bellevue, WA
March 2011
* PresentDeveloping business solutions.
Technologies used: C#, Silverlight, WCF RIA Services.Microsoft Games Studios
(through AcroCorp
)
Redmond, WA
March 2010
February 2011Developed automation tools for the Games Test Organization at MS Games Studios. Developed and maintained a visual scripting system for automation that significantly optimized the testing workflow by running scripts on hundreds of concurrent software agents. Added debug hooks/provided tool support for multiple upcoming titles. Gained experience in Model-View-ViewModel and general data-binding patterns/techniques.
Technologies used: C#, C++, Xbox SDK, WPF, WCF.Microsoft Research
(through
Butler Hill Group
)
Redmond, WA
February 2008
August 2008Worked in an incubations team developing a proof-of-concept for a human-assisted machine translation pipeline. Drove the design and development of multiple front-ends and server-side logic as part of a rapid prototyping process.
For more information on the project: *Investigation of Human-Computer Task Markets: Methods and Prototype* by D. Shahaf and E. Horvitz.
Technologies used: C#, WPF, WCF, ASP.NET, Javascript.Nintendo of America
(through Aerotek
)
Redmond, WA
May 2007
August 2007Tested games, gained experience with the modern development cycle as well as current testing practices.
Education DigiPen Institute of Technology
Redmond, WA
Aug 2006
Present
(B.S
. in Computer Science, minor in Mathematics)
Currently Enrolled (Senior)
Worked on the first-person retro tank shooter *Vectron Assault* (2nd year), the block destruction game *Bloxel Blast* (3rd year), and the first-person mech shooter *The Shaman Engines* (4th year).
Created a constraint-based physics engine capable of simulating multi-point collisions and joints in real time.
Designed and implemented the deferred-shading graphics system used in *The Shaman Engines.
*
New Market Skills Center
Tumwater, WA
Sept 2004
June 2006
(DigiPen program)
Graduated 2006
Passed the AP Computer Science test.
Was *Most Employable Student* in the DigiPen program for February 2005.
Worked on multiple games, including *Drift* and *Creature Wars*
Other Experience
Participated in the prototyping phase of the Tetris Design Challenge (2009), writing the board/gameplay logic for *Elemental Tetris*.
Created the site http://www.vacuumtubegames.com/http://www.vacuumtubegames.com and developed games for it in a mix of Flash and Flex 3. Designed, developed, and created sound/art assets for *Colorsaic*, *Circle Eater*, and *Pong Defense*.
Guest lecturer for COM 597 Fall 2008 at the University of Washington (taught by Prof. Carolina Mello-e-Souza).
Languages and Tools C/C++Very fluent, 6+ years (main focus: graphics and game engine programming, some tools programming)LuaFluent, 4 years (main focus: integration with C/C++ applications, manageable patterns for games)C#Very fluent, 3
years (main focus: game and game engine development)Flash/ActionscriptVery fluent, 3+ years. Main focus on dynamic graphics, writing simple physics engines, and optimization. Most familiar with AS3.Bash ScriptingFluent, 2 years (main focus: test case automation)3DS MAXModerately experienced, 5 years (main focus: low-poly modeling for games, some animation) Skills Physics
constraint-based physics using a local, iterative solver
numerically stable integration techniques for vectors and quaternions
modified seperating axis theorem algorithm optimized using caching and numerical techniques
Animation
good understanding of quaternion interpolation techniques (nlerp, slerp, squad, etc)
effecient implementations of skin shaders
timed blending between canned animations
custom inverse kinematics implementation for efficient angle constraints (slerp-corrected CCD)
Graphics
written various shaders in GLSL (cubemapped reflection, tangent space bump mapping, bone shaders)
created a wavelet-based hierarchical mesh compression algorithm
experience using hardware-instancing techniques for animated characters using OpenGL 2.0 extensions
implemented various spatial optimization algorithms for static objects (BSP-trees, HBV-trees, HOM/DEB culling, etc)
Game Engine Architecture
solid component-based design skills
experience with highly modular/decoupled architectures
has written a simple unit-testing suite for game modules
experience in constructing multi-threaded engines and optimizing for multi-core architectures
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Pages
http://www.tabiv.net/Main
http://www.tabiv.net/resume/Resume
http://www.tabiv.net/games/Games
http://www.tabiv.net/games/null-space/Null Space
http://www.tabiv.net/games/vectron-assault/Vectron Assault
http://www.tabiv.net/games/the-shaman-engines/The Shaman Engines
http://www.tabiv.net/projects/Projects
http://www.tabiv.net/projects/physics-engine/Physics Engine
http://www.tabiv.net/projects/inverse-kinematics/Inverse Kinematics
http://www.tabiv.net/projects/mesh-compression/Mesh Compression
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