Tianhe Wang
www.linkedin.com/in/tianhewang *********@*****.***
Sunnyvale, CA 774-***-****
SUMMARY
A software engineer focusing on game development, below are links to my work,
§ Defying Disaster: https://www.youtube.com/watch?v=HHQP1GnDUOw
§ Singing Ball: https://www.youtube.com/watch?v=GOdgKZuVON4 SKILLS
§ Languages: C++, C#(3 years), Java, Cg programming, Object-C, Python
§ Software: Unity3D (3 years), Maya, Processing, Visual Studio, Vim
§ Lab Techniques: LeapMotion, Google Cardboard
PROJECTS & EXPERIENCE
2D-Character Based Game Engine Present
§ Platform & Language: OS X, C++
§ Role: Game engine programming
§ Misc: A simple but full-featured game engine makes programmers easily build character-based games. Custom game objects, events, cameras, etc., are supported to make game the world bloom! The engine holds other stuff like “updating frame”, “error check”, “object management”, etc., for you. M.S. Project/Thesis Game: “Defying Disaster”, WPI Feb 2014 - May 2015
§ Platform & Language: Unity3D (C#), Photoshop
§ Role: Gameplay Programming, Game Design, Research
§ Misc: A 2D side-scrolling puzzle game where intending to teach people how to survive disasters
(earthquake). It was a 4-person project. Serious game shows potential and people can truly learn survival tips from our game through the results of our experiment. A video for this game is posted on my Linkedin. LeapMotion Application on Windows: “Singing Ball”, WPI Oct 2014 - Dec 2014
§ Platform & Language: Unity3D (C#), Leap Motion (Hardware), MiddleVR (Middleware)
§ Role: Game Design, Game Development
§ Misc: A somatic input can help gaming environment be immersive. Thus I designed an application with Leap Motion where you control a ball by your hand to create/modify melody. A video for this application is posted on my Linkedin.
Rendering Scene in Unity3D, WPI Oct 2014 - Dec 2014
§ Platform & Language: Unity3D (C#, Cg Language)
§ Role: Programming
§ Misc: To better understand CG technics, I wrote in C# to re-render what a camera can see in game scene. Including shadow rendering and lighting rendering (based on Phong Reflection Model) for primitive geometry (sphere, cubic and cylinder) by ray tracing technique. Implemented shiny surface on cubic and cylinder and mirror surface on sphere. Applied a lens system to produce a Depth of Field (DOF) field effect.
EDUCATION
§ Worcester Polytechnic Institute (WPI), Worcester, May 2015, GPA 3.2 (3.4 for last 1 year)
§ Master of Science in Interactive Media & Game Development (Technical focus), May 2015