DigiPen Institute of Technology, Redmond, WABSc Real Time Interactive Simulation Minor: Mathematics
2004 Honors Graduate
Project 'Scrapped' featured in IGF showcase 2004, Nintendo Power volume 163 (p27)
2000-2001 Student Ambassador
2001-2002 Student Association Secretary
2001-2004 National Deans List
Courses Taken (163 credit hours):
Gam100, Gam150, Gam200, Gam250, Gam300, Gam350, Gam400 (Internship), Gam450 (Internship), CS120, CS170, CS180, CS200, CS220, CS230, CS245, CS250, CS260, CS261, CS270, CS280, CS300, CS315, CS330, CS350, CS370, CS380, CS381, CS400, CS420, CS460, Mat140, Mat150, Mat200, Mat225, Mat250, Mat300, Mat350, Mat351, Mat352, Mat399 (Wavelets), Phy115, Phy200, Phy250, Phy300, Eng110, Eng115, Eng150, Eng400, Eng450
Extracurricular: Soccer Club, Anime Club, Reiki
Fred T. Foard High School, Newton, NC1999 Honors Graduate
1996-1998 Who's Who in High School Students
1995 President's Award of Excellence
Extracurricular: Varsity Wrestling, Varsity Soccer, Quiz Bowl, Art Club
Developed Andrograde API, one of the first microtransaction, virtual goods and virtual currency platforms for Flash games usable by 3rd party developers. The API has a higher payout than all competing services and inspired multiple venture backed companies to create spinoff products.
Set up Andrograde.com Ubuntu web/Flash server from scratch using SSH. Configured server to use LAMP on multiple virtual hosts for one ip, webalizer, mysql remote access, google apps (for email/chat/scheduling), memcached and Flash 9 socket policy daemon. Manually configured DNS server.
Founded Andrograde, LLC with $10,000 of personal capital into a profitable enterprise without external funding. Built relationships with many industry leaders while doing all business accounting and building the framework/code for the Andrograde API and website.
Developed Beat Me Up Too game in Flash 9 (Flex 2 & Actionscript 3 with Box2D for physics). Game used PHP backend for handling file uploads/downloads and MySQL access for user information. Integrated game with Kongregate, J2Play and XPOGames API. Game was featured on the front page of AddictingGames.com.
Developed Beat Me Up game in self taught Flash 9 (Flex 2 & Actionscript 3 with Box2D for physics). Game used PHP backend for handling file uploads/downloads and MySQL access for user information. Integrated game with the Facebook and Kongregate API. Game became one of the most popular web games and was featured on dozens of websites including AddictingGames.com.
Core mobile J2ME/BREW developer (4 member team) on Loopt (startup). Also core programmer and manager of BREW porting efforts including an outsourced porting crew.
Producer/OpenGL Graphics Engine programmer for Waterfight (7 developer team). A basic 3d game engine featuring texture and model management, cel-shading, alpha blending/masking, vertex blending and optimized rendering through various openGL extensions written from scratch
Technical Director/Compiler and Winsock Network Engine programmer for XNOR (6 developer team). A top down robot fighting game featuring AI scripting, internet multiplayer, and custom map editor
Technical Director/Graphics Engine programmer for Scrapped (5 developer team). A side scroller robot fighting game (DirectX8/FMOD) featuring internet multiplayer, featured in Nintendo Power and IGF 2004 student showcase winner
Lead programmer for mobile Rummy card game at Glu (unreleased)
Lead programmer for Deer Hunter 2 mobile (BREW version) at Glu
Created Technopoly in C++/SDL/OpenGL. Programmed and drew all the art for this internet multiplayer side scroller Mega Man like game. Game featured real time internet play with up to 16 players, scripted AI and levels.
Developed Fists of Fury Special. A side scroller fighting game for Windows (DirectX7/FMOD) featuring variable game speed, video filtering effects, customizable soundtrack, ability to record in-game movies, positional sound and an intelligent screenshot system
BREW Programmer for World Series of Poker: Texas Holdem (mobile) at Glu
Assisted porting Alpha Wing 2 from J2ME to Brew (mobile) at Glu
Added polish to menus and gameplay for Shadow Ops: Red Mercury (PC UT2003 engine), creating linux build environment and porting server code to linux.
Created generic game variable tuning system for mobile games utilizing xml, java at Glu
Developed Tetris like game for Color Game Boy featuring per scanline graphic effects in assembly
Programmed Excursion (3d demo) with mod music tracked to it. Entire 3d engine/graphics code was written from scratch using only the setpixel native graphics call.
Programmed Pyromania. A Bomberman like game for SVGA DOS with assembly optimized truecolor graphics, transparency effects and CD music support
Created per scanline palette modifying side scroller engine in Borland C allowing VGA to use 8192 colors in 256 color mode
Developed server/client networking interface for data and chat
Created synchronous Winamp playlist player over Internet
Created advanced song looping control Winamp plugin
Programmed multithreaded TCP/UDP all purpose client/server/port scanner
Programmed openGL milkshape3d model visualization using customizable quaternion animation interpolation, spline controlled velocity along spline paths and hierarchical bone animation
Developed Inverse Kinematics blended with interpolated animation engine
Programmed Spring Mass Dampener physics simulator with inter-object collision
Programmed Cloth Physics Simulation using relaxation modeling