Resume

You can find my resume attached to this page in PDF format. Additional formats can be provided upon request.

Resume Jonny Lerner
Experience

Unreleased Physics Based Puzzle Platformer (in development)
  • Created a gameplay prototype where the player can freely resize the world around him, that was then purchased by Disney Mobile.
  • Implemented physical properties of the player as they smoothly go between sizes.
  • Authored the technical documentation to be used in the development of the title.



AppMates: Cars 2

  • Sandbox game exclusive to iPad which uses a physical toy that can be recognized by the app.
  • 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.
  • 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.
  • Implemented interactable AI for world ambient NPCs.



Dinger

  • Puzzle/Action title for the iPhone and iPad
  • 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
  • Worked as the only programmer on the project for the majority of the time, along with 3 artists, an animator and a designer
  • Used additional plugins to Unity: iTween, Sprite Manager 2, EZGui and Vectrosity, some of which required modifications



Man Vs Wild: The Game

  • Upcoming title for Wii, PS3 and XBox 360, based on the popular show on the Discovery Channel, built using Vicious Engine 2.6
  • Implemented many navigational elements like general movement, climbing on/over practically any obstacle, wall climbing, balance cross, etc.
  • 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
  • Some of these effects include:
    • Bloom and Masked Blurs
    • Gradual wetness of characters
    • Rim lighting
  • Manage many aspects of script implementation procedures in terms of streamlining things before they're given to designers



Singularity Engine

  • DirectX based engine, developed by 4 programmers
  • Used in 4 games developed in parallel by separate teams, each of which had a programmer on the engine team
  • Includes a complete tech document
  • Responsibilities: Input, timing, 3D picking systems and QA.



Tribes of the Eternal Moon (TotEM)

  • Role in development: Technology lead
  • Fully featured 3D RTS, developed by 4 programmers and 1 artist
  • Includes full design and tech documentation
  • Main responsibilities:
    • Engine integration – the above mentioned Singularity Engine
    • Navigation mesh as precompiled path planning system
    • Scene and Navigation mesh exporter plugin for Maya 2009 using the Maya API
    • Terrain picking and following – using BVH
    • Camera system – through view and projection matrix manipulations
    • Shaders – both render time and post effects in HLSL



Bloom

  • Role in development: Technology lead
  • First fully fledged game project, developed by a team of 4 programmers
  • Includes full design and tech documentation
  • Firsthand experience with FMod
  • Extended use of advanced design patterns – Singletons, FSM, etc.
  • Main Responsibilities:
    • Rendering – using Direct3D sprites in 2D.
    • Collision – through simple vector math.
    • Dynamic tile engine – the players could create their own levels in game



Vector Wars

  • Solo project
  • First attempt at making a full game
  • Geometry wars used as inspiration
  • All of the graphics, such as text, enemies, the player and special effects, were created entirely and exclusively out of line segments
  • Used as introduction to the DirectX API

Education Additional info:

Full Sail University

  • Final GPA: 3.14 out of 4.0
  • B.S. Degree, Game Development
  • Duration: December 2007 to September 2009
Service in the Israeli military
  • Three years in active duty: August 2004 to August 2007
  • Rank: Staff Sergeant (Samal Rishon)



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

AttachmentSize
lerner.jonathan.resume.pdf41.51 KB

Contact

Jonathan Lerner
Reseda, CA
Phone: (818) 515 2130
goal2004@gmail.com