Jasen Moloy

Jasen Moloy

Interactive Entertainment Engineer

 

 

Published Works

Elementals

Xbox 360 Live Community Games

In Development

   2D Dodge based game where you compete with other players or earn a higher score by collecting the keys to escape.

   Sole programmer developing the game framework, game mechanics, and implemented an existing menu framework.

 

Sparks Comic App

iPhone

2008-2009

   Solely developed a comic book viewer and movie player for Catastrophic Comics´ Sparks series.

   Worked in a new environment and rapidly developed an application through close guidance with the artist and producer.

 

Work History

Mass Media Games

Associate Game Programmer

2009 - Present

   Developing in parallel a PSP and PS2 game from an up and coming Wii title.

   Working with and editing an existing pathway to fit our own applications.

   Modifying their data assets in order to accommodate our SKUs´ constraints.

   Debugging the PS2 and comparing the PSP and Wii in order to get a full functioning game.

Mass Media / THQ

Associate Programmer

2008

   Recreated the in-house particle editor tool for our artists as well as the pipeline and unit test on the programming side.

   Updated, redesigned, and implemented the particle system into the demo.

   Was in charge of researching and implementing the update management and AI for flock behaving creatures.

Happy Camper Studios

Software Engineer Intern

2008

   Produced unit, integration, and functional tests for each application.

   Created In-house tools and commercial GUI applications for customers using Ruby while running off of Java.

   Spoke with clients to discuss progress and design decisions.

 

Group Projects

Project Argus

Lead Programmer

2007

Project Argus is a modification of the Roboblitz engine which is a heavily modified version of the Unreal 3 engine. The main focus of the project was to experiment with the new Unreal 3 engine´s technologies and create a post-apocalyptic world along the way.

    Responsible in implementing texture, geometry, and animation pathways for the team. Worked with animators and modelers using 3D Studio Max.

    Managing and coordinating programmers on team.

Goldeneye 2006

Programmer / Scripter

2006

Goldeneye 2006 is a 3D total conversion modification using the Hammer engine. The idea behind the project was to remake the classic Goldeneye 64 game using new graphics, AI, and the physics technology that was used in Half Life 2 and also to add in scenes from the film.

    Recreated the chemical room scene from the film using scripted scenes and audio clips.

    Mimicked the original game´s AI patterns.

    Created the main menu screens as well as the introduction video.

 

Skills

Engineering

Design

Art

   C++ / Managed / STL / .NET

   C# / .NET / XNA 3.0

   Ruby / Makefiles / Perl / Batch

   ProDG for PS2/PSP

   Perforce / SVN / Mercurial

   DirectX 9

   2D/3D Vector Math

   Hammer / Source / Unreal 3 Engine

  Game-based unit testing

  Object oriented design patterns

  Behavior Driven Design

  Test Driven Development

  Game documentation

  2D Experience in Photoshop and Illustrator

  3D modeling / texturing concepts

  Flash / Dreamweaver

 

Education

Profile

University of Advancing TechnologyTempe, AZ

  Avid gamer of all platforms and genres

  Quick learner and self-starter

  Motivated by teamwork

  Visually and mentally perceptive

  Skills in management and coordination

  Fluent in Spanish

  Member of the IGDA

Years Attended: 2005 – 2008

Degree: B.S. in Software Engineering

Major: Game Programming