Ted Shion Hung
***.****@******.***.*** • http://www.tedhung.com
**** *** ****** #***, ********, CA 94710 • 510-***-****
OBJECTIVE:
To create interactive tools and technology pushing the limits of human emotion and storytelling in games
SUMMARY:
Senior games programmer with over 7 years experience on large-scale AAA games for
Electronic Arts, THQ, and Lucasarts with a focus on tools, AI, UI, and 3D graphics
SHIPPED
GAMES:
Ravenwood Fair / Ravenskye City (Facebook) October 2010 / October 2011Office DisOrders (Xbox 360) January 2010Star Wars: The Force Unleashed (Playstation 3, Xbox 360) September 2008Thrillville (PSP, PS2, Xbox) November 2006Nicktoons: Battle for Volcano Island (PS2, GameCube) October 2006Nicktoons Unite! (PS2, GameCube) October 2005The Urbz: Sims in the City (PS2, Xbox, GameCube) November 2004The Sims: Bustin’ Out (PS2, Xbox, GameCube) December 2003
WORK
EXPERIENCE:
6waves / LOLApps Inc., San Francisco, CA 2011 – 2012
Senior Gameplay ProgrammerImplemented improved message center and Facebook Open Graph functionality in order to increase monetization using Python/Pylons, AS3, Javascript, MySQLMentored and managed junior engineers in order to implement features to a high qualityImproved debugging tools and development processes across the entire companyDrafted, reviewed, tracked, and implemented technical specifications
Moment Games, Melbourne, Australia – http://www.momentgames.com 2007 – Present
Founder / Indie Game DeveloperDeveloped 3D game engine, tools for Max / Maya, level editor, UI, AI scripting language, localization, and dynamically reloading asset pipeline using XNA and C#Responsible for all aspects of independent games development for successfully released game Office DisOrders and upcoming game Life in the Dorms
Academy of Interactive Entertainment, Melbourne Australia 2008 – 2011
Senior Programming LecturerDesigned, scheduled, and implemented curriculum, tools, samples, and documentation using Microsoft Visual C++ and Emergent GamebryoMentored and managed development teams over 6 months for final games development projects and instrumental in their games competitions success
(winner Best Graphics at Game Connect Asia Pacific 2009)
Lucasarts Entertainment Company, San Francisco, CA 2006 – 2007
Software EngineerProactively developed and architected particle effect and spline based character and camera pathing system for new IP on Nintendo DSProfiled and optimized Lua code in Thrillville for PSPIntegrated Anark GameFace 3D graphical user interface into large scale AAA game franchise Star Wars: The Force Unleashed
THQ / BlueTongue Entertainment, Melbourne, Australia 2005 – 2006
Senior ProgrammerDesigned and implemented a particle effect pipeline for Nicktoons in C#Implemented oct tree and in-game visual profiler for Nicktoons in C++Mentored junior programmers in gameplay, UI, AI, and OOP
Electronic Arts / Maxis Corporation, Redwood City, CA 2003 – 2005
Software EngineerScripted gameplay objects and implemented particle effects, audio, and game structure editors for The Sims: Bustin’ Out and The Urbz: Sims in the CityImplemented load/save flow for The Urbz: Sims in the City
Carnegie Mellon University Studio for Creative Inquiry, Pittsburgh, PA 2002 – 2003
Research AssistantCreated a dynamic, interactive art experience based on the collaborative interconnecting of component blocks to generate visual feedbackImplemented a graphical host application using DirectXProgrammed networked microcontrollers using Echelon Neuron C
Evans & Sutherland Corporation, Salt Lake City, UT Summer 2002
Software Developer InternOptimized completion of mip levels for terrain texture blendingEnhanced texture caching for terrain texture blendingConstructed modeling tools for particle systems in the generation of real time rendered clouds for the next generation commercial flight simulator using MFC/Win32Collaborated on implementation of realistic cloud shading and fly through algorithms
Microsoft Corporation, Redmond, WA Summer 2001,
Software Design Engineer Intern Summer 2000Implemented Intellisense technology for XML DocComments in Visual C#Programmed Automatic Interface Implementation for Visual C# Fixed bugs in both Visual C++ and Visual C#Evaluated a 64 bit port of shared 32 bit Microsoft Office componentsCreated a stripped down version of the shared Office componentsModified the Office build system to support a 64 bit cross compilerDiscovered and fixed errors in converting to the IA64 architecture
Duke University Research in Object Oriented Languages, Durham, NC Summer 1999
Research InternshipEnhanced a Java Formal Languages and Automata Package (JFLAP)Implemented a regular expression to Finite State Automata conversion algorithmInvented and implemented a novel visualization technique for unrestricted and
context-free grammar parse trees
Intel Corporation, Hillsboro, OR Summer 1997
Software Test TechnicianProgrammed stress testing software for Intel videoconferencing applicationsConducted testing procedures and analyzed results
EDUCATION:
Carnegie Mellon University, Pittsburgh, PA 2002 – 2004Master of Entertainment Technology
Duke University, Durham, NC 1998 – 2002BS Computer Science summa cum laude with a Certificate in Neuroscience
SKILLS:
Game Consoles: iOS, Xbox 360, Xbox, PS3, PS2, GameCube, Nintendo DS, PSP
Game Engines: Emergent Gamebryo, Marmalade, Unity3D, Unreal
Languages: Visual C++, XNA, .Net, MFC, COM, C, C++, C#, HTML5, Javascript, Java, Python, Lua, Perl, Delphi, Visual Basic, MIPS Assembly, MelScript
Graphics: DirectX, OpenGL, Maya, 3D Studio MAX, Adobe Photoshop
Applications: Perforce, SVN, Git, Visual SourceSafe, Araxis Merge, Microsoft Excel, Microsoft Project
PUBLICATION:
R. Colvin, T. Hung, D. Jimison, and B. Johnson, A Dice Game in Third-Person Augmented Reality, Second IEEE International Augmented Reality Toolkit Workshop, October 2003.
T. Hung and S. H. Rodger, Increasing Visualization and Interaction in the Automata Theory Course, Thirty-first SIGCSE Technical Symposium on Computer Science Education, p. 6-10, 2000.