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 ***.****.****@*****.***