Michael Ettinger
Game Developer / Game Programmer Phone: 805-***-**** Email: ********@****.***
GitHub : https://github.com/mcetting Linkedin: https://www.linkedin.com/in/michaelcoleettinger/ Itch.io: https://buffcat.itch.io/
EDUCATION
Computer Science: Game Design - GPA: 3.4 Spring 2019 University of California, Santa Cruz
Computer Science Spring 2016
Diablo Valley College
SKILLS
Programming/Languages: C++, C, C#, Javascript, Java, HTML, CSS(Cascading Style Sheet), GLSL( OpenGL Shading Language), x86 Assembly
Framework/Libraries: OPENGL, WEBGL, JQuery, Standard libraries, Phaser Programs and Tools: Unity3D(4+ years), GameMaker, Android Studio, Unreal Engine 4 Project Management: Git, SCRUM
Creative: 2D Art/Design, 3D Modelling, Blender, Maya, Asesprite, Flstudio RELEVANT COURSEWORK
Abstract Data types, Assembly, Advanced Programming in C++, Object Oriented programming in C++, Advanced Java, Intro To Computer Graphics, Mobile Applications, Game Design Experience, Game-Systems, Data Structures, Linear Algebra, Procedural Generation in Unity3D, Game Design Studio, Real Time Rendering: Shaders, Digital Audio GAME/PROGRAMMING PROJECTS
Harvest Winter 2017
● Spearheaded a team of three game designers to create a Unity application in C# that mimics classic tower defense gameplay and complex systems logic.
● Balanced multiple intersecting systems involving player currency and player agency. Players would gain resources from protecting their crops till the end of the day. Their resource pool would be used to buy more crops from the crop shop creating an emergent positive feedback loop on the amount of crops the player must protect the next day which affects the difficulty. Computer Graphics Fall 2017
● Shaped a 3D game engine in WEBGL that loads in object data from industry standard modeling software such as blender/maya and applies Gouraud/Phong/lambert shading with diffuse and specular options.
● Objects can be controlled using basic transformations matrices.
● Allows for flat shading using vertex duplication. Procedural Terrain Generator Fall 2018
● Executed a terrain generation algorithm in C# that involves multiple octave noise layering on to a perlin noise based terrain in Unity. The script then generates a splat texture to apply to the terrain.
● Integrated a custom mesh generator to generate a plane that acts as water for the terrain. A custom water shader samples the depth texture for a shoreline effect around the terrain. The project includes a custom first person controller as well. Networking/File Transfer Protocol Winter 2018
● Established a file transfer protocol application using sockets in C++ to run on the unix command line.
● Application creates a daemon that listens for a connection from a client on another computer and allows for file sharing between the client and the daemon.
Primal Knockout Spring 2019
● Worked as the lead developer on a team of 14 for 5 months on an arena fighting game capstone project at UCSC. The team was split into two teams. One for art and one for programming. I led a team of seven developers when working on the project.
● Developed a complex state machine for character moves and logic and implemented animations systems and particle effects that interacted with my state machine. Programmed complex shaders in HLSL graphics involving many stylized aspects such as rim lighting and outlines.
● Taught other programmers on the team on how to do their tasks.