BRYAN JOHNSON
707-***-**** · adpixu@r.postjobfree.com
https://github.com/BryanJohnson626a/Boids · www.linkedin.com/in/bryanjohnson6 SKILLS
● 5+ years experience with various languages including C, C++, C#, Json, and GLSL.
● Created and worked with both 2D and 3D graphics engines using OpenGL, including rendering techniques such as shadow maps, deferred shading, and usage of the stencil buffer.
● Practical experience with source control such as Git, Perforce, and SVN on multiple projects with many users.
● Created Nintendo Switch games using both Unity and native C++ development.
● Practical experience managing teams and planning long-term development under time and resource restraints. EDUCATION
Digipen Institute of Technology, Redmond, WA Graduation Fall 2021 Bachelor of Computer Science in Real-Time Interactive Simulation, Minor in Mathematics EXPERIENCE
Software Engineer Intern, Respawn Entertainment May 2021 – August 2021
● Worked on live code, fixing bugs and completing tasks that were integrated directly into Apex Legends.
● Helped implement fixes provided by an outside team to address potential security issues.
● Learned to work with a massive and massively complex code base. ACADEMIC PROJECTS
Technical Director, Quack Attack September 2019 – April 2020
● Working in Unreal, helped a team of very different skill sets work with C++, blueprints, and the editor itself.
● Worked with team members to create a practical, consistent approach to combining C++ and blueprint development, greatly reducing the rate of errors and inconsistency in the project.
● Created a dynamic, efficient 3D wave system based on a white paper from GPU Gems. Technical Director and OpenGL Graphics Programmer, Incandescent September 2017 – April 2018
● Created a custom 2D graphics system using OpenGL and C++ with animation and particle effects.
● Implemented a dynamic, efficient 2D shadow system using 2D ray tracing and advanced OpenGL features. C Programmer, Rogue Star January – April 2017
● Co-lead a team of 5 students to create a 2D scrolling shooter.
● Created a custom engine from scratch in C based on the component entity system framework. OTHER PROJECTS
● Created an efficient, adaptable flocking system supporting tens of thousands of individual boids at 60fps.
● Wrote an efficient A* algorithm implementation in C++ that won a class prize.
● Implemented a low-level memory manager with flexible, reusable memory blocks and various debug features.