Experience
Unreleased Physics Based Puzzle Platformer (in development)
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Created a gameplay prototype where the player can freely resize the world around him, that was then purchased by Disney Mobile.
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Implemented physical properties of the player as they smoothly go between sizes.
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Authored the technical documentation to be used in the development of the title.
AppMates: Cars 2
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Sandbox game exclusive to iPad which uses a physical toy that can be recognized by the app.
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Implemented voice over management system that enabled the dynamic use of over 3000 lines without any memory or performance concerns. The system was supported by a compressed format of a parsed Excel sheet.
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Worked as the only programmer on 4 mini-games that are accessible from within the game and utilize the toy technology, where each game is complete enough to stand on its own.
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Implemented interactable AI for world ambient NPCs.
Dinger
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Puzzle/Action title for the iPhone and iPad
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Used Unity3D C# API to build all of the game elements, from player controls, to attacks, behaviors, as well as optimization tools within the engine
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Worked as the only programmer on the project for the majority of the time, along with 3 artists, an animator and a designer
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Used additional plugins to Unity: iTween, Sprite Manager 2, EZGui and Vectrosity, some of which required modifications
Man Vs Wild: The Game
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Upcoming title for Wii, PS3 and XBox 360, based on the popular show on the Discovery Channel, built using Vicious Engine 2.6
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Implemented many navigational elements like general movement, climbing on/over practically any obstacle, wall climbing, balance cross, etc.
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Implemented most of the game's special effects through shaders, as well as optimized other shaders, while also extending the functionality of the built-in shader editor
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Some of these effects include:
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Bloom and Masked Blurs
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Gradual wetness of characters
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Rim lighting
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Manage many aspects of script implementation procedures in terms of streamlining things before they're given to designers
Singularity Engine
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DirectX based engine, developed by 4 programmers
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Used in 4 games developed in parallel by separate teams, each of which had a programmer on the engine team
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Includes a complete tech document
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Responsibilities: Input, timing, 3D picking systems and QA.
Tribes of the Eternal Moon (TotEM)
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Role in development: Technology lead
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Fully featured 3D RTS, developed by 4 programmers and 1 artist
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Includes full design and tech documentation
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Main responsibilities:
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Engine integration – the above mentioned Singularity Engine
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Navigation mesh as precompiled path planning system
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Scene and Navigation mesh exporter plugin for Maya 2009 using the Maya API
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Terrain picking and following – using BVH
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Camera system – through view and projection matrix manipulations
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Shaders – both render time and post effects in HLSL
Bloom
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Role in development: Technology lead
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First fully fledged game project, developed by a team of 4 programmers
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Includes full design and tech documentation
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Firsthand experience with FMod
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Extended use of advanced design patterns – Singletons, FSM, etc.
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Main Responsibilities:
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Rendering – using Direct3D sprites in 2D.
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Collision – through simple vector math.
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Dynamic tile engine – the players could create their own levels in game
Vector Wars
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Solo project
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First attempt at making a full game
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Geometry wars used as inspiration
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All of the graphics, such as text, enemies, the player and special effects, were created entirely and exclusively out of line segments
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Used as introduction to the DirectX API
Education
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Additional info:
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Full Sail University
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Final GPA: 3.14 out of 4.0
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B.S. Degree, Game Development
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Duration: December 2007 to September 2009
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Service in the Israeli military
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Three years in active duty: August 2004 to August 2007
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Rank: Staff Sergeant (Samal Rishon)
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Skills
Languages
C, C++, C#, Pascal, x86 Assembly, GLSL, HLSL, Cg, Lua
APIs
Unity3D C# and JS, OpenGL, Direct3D, DirectSound, DirectInput, Maya, Windows, FMod, WinSock
Math
Trigonometry, Linear Algebra (Vector/Matrix math), Physics
AI & Data Structures
STL, Navigation Mesh, Pathfinding (A*, Uniform Cost, etc.), Finite State Machine, Genetic Algorithms, Bounding Volume Heirarchy (BVH)
Misc.
Microsoft Visual Studio 2005/2008, Alienbrain, SVN, XML
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