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DigiPen Project - ERRRK! Internship - DigiPen Institute of Technology Developed an extensible DSP C++ API for audio sources and filters Implemented 3D surround audio attenuation and Doppler shifting Created a component-based, event-driven game engine in C Implemented OpenGL 2.1 sprite rendering with post-processing Integrated FMOD and composed two music tracks Implemented 2D rigid-body physics with Newtonian impulse resolution Developed UI, UX, Visuals, Sound, and Mechanics Created a web-based collaborative editor Implemented OpenGL graphics and Javascript-bound C++ engine Designed under heavy scope/time restrictions Built a cross-platform renderer with frame-behind concurrent drawing Created Blender plugins for level development and asset pipeline Implemented color-grading, HDR with bloom, and depth-of-field Implemented quaternion-based animation blending with jiggle-bones Used multiple threads for mixing, DSP, and encoding Worked in a proprietary build environment with dev-kit hardware Created a render pipeline and graphics engine with proprietary APIs Integrated the Wii Remote’s motion sensors Learned APIs from a limited documentation source on a tight schedule Created a low-level audio engine for DigiPen’s Zero Engine and editor Andy Hill Software Engineer needsmoreclever.com @needsmoreclever (858) 401-0074 [email protected] Experience Education Bachelor of Science in Computer Science in Real Time Interactive Simulation DigiPen Institute of Technology, Redmond, WA 2012 - 2016 - Minor in Mathematics endless top-down driving destruction - 2013 4 months 2-16 player 2D competitive deathmatch - 2014 1 month DigiPen Project - Bl/nk audio mixing and processing engine - 2014 4 months split-screen 3D downhill hoverboard racing - 2015 8 months DigiPen Project - CHRON Awards 4-player 3D shooting gallery for the Wii - 2015 3 months DigiPen Project - CS488 GDC Game Narrative Review - Gold Winner 2013 - Essay on the narrative of Bioshock - Presented my essay to attendants of GDC FIRST Robotics - Las Vegas Regional Champion 2011 - Co-pilot and sole programmer of competition robot - Successful manned and autonomous operation Skills C, C++, Javascript, Python, Lua, PHP, C#, Java, HTML, CSS, Objective-C, and Swift API integrations including SDL, ImGUI, PortAudio, FBX, V8, FMOD, GLFW, and Parse Debugging and crash dump analysis Cache optimization GPU and render pipeline debugging OpenGL, Metal, DirectX and proprietary (Nintendo) BRDF theory and advanced rendering techniques Windows, OS X, Linux, iOS, Android, and Wii development Plugin and tool development HTTP servers for REST APIs, HTML5, and WebSockets Multi-process communication High-level mathematics and physics education Abstract problem solving IDE proficiency in Visual Studio, Xcode, and MonoDevelop Experience with Source Engine, Unity, and custom engines Communication across art and design disciplines N

Resume - Software Engineerneedsmoreclever.com/files/resume/Andy-Hill-Color.pdf · DigiPen Project - CHRON 8 months split-screen 3D downhill hoverboard racing - 2015 Awards DigiPen

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Page 1: Resume - Software Engineerneedsmoreclever.com/files/resume/Andy-Hill-Color.pdf · DigiPen Project - CHRON 8 months split-screen 3D downhill hoverboard racing - 2015 Awards DigiPen

DigiPen Project - ERRRK!

Internship - DigiPen Institute of Technology

Developed an extensible DSP C++ API for audio sources and filters

Implemented 3D surround audio attenuation and Doppler shifting

Created a component-based, event-driven game engine in C

Implemented OpenGL 2.1 sprite rendering with post-processing

Integrated FMOD and composed two music tracks

Implemented 2D rigid-body physics with Newtonian impulse resolution

Developed UI, UX, Visuals, Sound, and Mechanics

Created a web-based collaborative editor

Implemented OpenGL graphics and Javascript-bound C++ engine

Designed under heavy scope/time restrictions

Built a cross-platform renderer with frame-behind concurrent drawing Created Blender plugins for level development and asset pipeline

Implemented color-grading, HDR with bloom, and depth-of-fieldImplemented quaternion-based animation blending with jiggle-bones

Used multiple threads for mixing, DSP, and encoding

Worked in a proprietary build environment with dev-kit hardware

Created a render pipeline and graphics engine with proprietary APIs

Integrated the Wii Remote’s motion sensors

Learned APIs from a limited documentation source on a tight schedule

Created a low-level audio engine for DigiPen’s Zero Engine and editor

Andy HillSoftware Engineerneedsmoreclever.com

@needsmoreclever(858) 401-0074

[email protected]

Experience

EducationBachelor of Science in Computer Science in Real Time Interactive Simulation DigiPen Institute of Technology, Redmond, WA 2012 - 2016

- Minor in Mathematics

endless top-down driving destruction - 20134 months

2-16 player 2D competitive deathmatch - 20141 monthDigiPen Project - Bl/nk

audio mixing and processing engine - 20144 months

split-screen 3D downhill hoverboard racing - 20158 monthsDigiPen Project - CHRON

Awards

4-player 3D shooting gallery for the Wii - 20153 monthsDigiPen Project - CS488

‣ GDC Game Narrative Review - Gold Winner 2013

- Essay on the narrative of Bioshock - Presented my essay to attendants of GDC

‣ FIRST Robotics - Las Vegas Regional Champion 2011

- Co-pilot and sole programmer of competition robot - Successful manned and autonomous operation

Skills‣ C, C++, Javascript, Python,

Lua, PHP, C#, Java, HTML, CSS, Objective-C, and Swift

‣ API integrations including SDL, ImGUI, PortAudio, FBX, V8, FMOD, GLFW, and Parse

‣ Debugging and crash dump analysis

‣ Cache optimization

‣ GPU and render pipeline debugging

‣ OpenGL, Metal, DirectX and proprietary (Nintendo)

‣ BRDF theory and advanced rendering techniques

‣ Windows, OS X, Linux, iOS, Android, and Wii development

‣ Plugin and tool development

‣ HTTP servers for REST APIs, HTML5, and WebSockets

‣ Multi-process communication

‣ High-level mathematics and physics education

‣ Abstract problem solving

‣ IDE proficiency in Visual Studio, Xcode, and MonoDevelop

‣ Experience with Source Engine, Unity, and custom engines

‣ Communication across art and design disciplines

N