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Programmer Experience Designer .Net C++ Time System

Location:
United Kingdom
Posted:
February 18, 2013

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Resume:

Resume Tim Sabo

Age: ** years old

Address: Tarwestraat 42

City: 8400 Oostende, Belgium

Tel: +32 (0-484-***-***

Email: ***.****.****@*****.***

Portfolio: http://timsabo.morior.net

Education

Bachelor in Multimedia & Communication Technology (3 years)

Bachelor in Digital Arts & Entertainment (3 years)

Computer skills (see page 2)

Programming in C# and C++ (1.5 years professional experience)

Experience with portable gaming systems (Nintendo 3DS)

OpenGL & DirectX

Shader programming in GLSL, HLSL and fixed pipeline iOS shaders

Modeling (3DS Max) & Texturing(Photoshop)

Photoshop, Flash, Illustrator, After Effects

Java, Javascript, VB.Net, C#, PHP, ASP.net, JSF, Ruby

ISS, Apache, SQLServer, MySql

Work Experience

Code Integrator at Neopica (1 year)

o C++ Gameplay Programmer for four Nintendo 3DS Games (see page 2).

Intern at Ossian Studios (4.5 Months)

o Visual Effect Designer for The Shadow Sun

o Game Designer/Programmer for a game prototype.

Internship at Sandbox (UCLAN, Preston, UK)(3 Months)

o Multi-touch table R&D

Awards

Second place for the DAE awards in the 2D game category 2008-2009

Best Art Design Intel Level Up 2010 (Pomana)

Semi-Finalist Imagine Cup 2010 (Pomana)

Language Skills

Dutch, English and French

Personal Interests

Gaming

Reading

Hurdy-Gurdy (medieval instrument)

Tim Sabo ***.****.****@*****.***

Programming Tim Sabo

Engines/Games

I m currently still under NDA for two unlisted 3DS games made at Neopica.

"Hunde & Katzen 3D: Tierisch verspielt!", Nintendo 3DS Game

o Published by dtp Entertainment. Developed at Neopica.

o Role: gameplay programmer (C++)

"Meine Tierarztpraxis 3D", Nintendo 3DS Game

o Published by dtp Entertainment. Developed at Neopica.

o Role: gameplay programmer (C++)

The Shadow Sun, iOS RPG

o Visual Effect Designer

Remake of Baldur s Gate

o Using Win32 and GDI

o A star path finding using a grid

RustEngine, a DirectX 10 engine

o Written from scratch

o Uses custom HLSL shaders

o With custom biped animation system

o Real-time shadow mapping

o Uses Geometry shaders

o Real-time mesh generation (roads) using splines

o Custom particle system

CSpace, an OpenGL game/engine

o Written from scratch

o Uses custom GLSL shaders

o Custom font rendering with caching

o Custom particle system for a space RTS

o Procedural generation of planets/asteroids/solar systems (including materials)

o Optimized engine to draw multiples of the same mesh. (Ships, asteroids

AI/Gameplay

Implementation of 2D grid based path finding system (A*)

Implementation of mesh based path finding system (A*)

o Ported to unity (C++ to C#)

o Heavily optimized for Ossian s prototype game

Real time navigation mesh generation

o Based upon the Delaunay triangulation, again heavily optimized to work real time in

Unity

2D polygon based line of sight calculation, uses the above mesh generation algorithm to

create a line of sight mesh (based on the works of https://code.google.com/p/straightedge/)

o The code was a bit unreadable so I wrote my own implementation.

Implementation of a steering behavior model in C++(boids) http://www.red3d.com/cwr/boids/

Collision avoidance AI for CSpace

Tim Sabo ***.****.****@*****.***



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