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Jasen Moloy Interactive Entertainment Engineer |
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Published Works |
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Elementals |
Xbox 360 Live Community Games |
In Development |
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2D Dodge based game where you compete with other players or earn a
higher score by collecting the keys to escape.
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Sole programmer developing the game framework, game mechanics, and implemented
an existing menu framework.
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Sparks Comic App |
iPhone |
2008-2009 |
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Solely developed a comic book viewer and movie player for Catastrophic
Comics´ ⇒
Worked in a new environment and rapidly developed an application
through close guidance with the artist and producer.
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Work History |
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Mass Media Games |
Associate Game Programmer |
2009 - Present |
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Developing in parallel a PSP and PS2 game from an up and coming Wii title.
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Working with and editing an existing pathway to fit our own
applications.
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Modifying their data assets in order to accommodate our SKUs´
constraints.
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Debugging the PS2 and comparing the PSP and Wii
in order to get a full functioning game.
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Mass Media / THQ |
Associate Programmer |
2008 |
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Recreated the in-house particle editor tool for our artists as well as the
pipeline and unit test on the programming side.
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Updated, redesigned, and implemented the particle system into the demo.
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Was in charge of researching and implementing the update management and
AI for flock behaving creatures.
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Happy Camper Studios |
Software Engineer Intern |
2008 |
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Produced unit, integration, and functional
tests for each application.
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Created In-house tools and commercial GUI
applications for customers using Ruby while running off of Java.
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Spoke with clients to discuss progress and
design decisions.
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Group Projects |
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Project
Argus |
Lead
Programmer |
2007 |
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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. |
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Goldeneye
2006 |
Programmer /
Scripter |
2006 |
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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. |
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Skills |
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Engineering |
Design |
Art |
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C++ / Managed / STL / .NET ⇒
C# / .NET / XNA 3.0 ⇒
Ruby / Makefiles
/ Perl / Batch ⇒
ProDG
for PS2/PSP |
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Perforce / SVN / Mercurial ⇒
DirectX 9 ⇒
2D/3D Vector Math ⇒
Hammer / Source / Unreal 3 Engine |
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Game-based unit testing ⇒
Object oriented design patterns ⇒
Behavior Driven Design ⇒
Test Driven Development ⇒
Game documentation |
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2D Experience in Photoshop and Illustrator ⇒
3D modeling / texturing concepts ⇒
Flash / Dreamweaver |
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Education |
Profile |
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University
of Advancing Technology – |
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Avid gamer of all platforms and genres ⇒ Quick learner and
self-starter ⇒
Motivated by teamwork ⇒
Visually and mentally perceptive |
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Skills in management and coordination ⇒
Fluent in Spanish ⇒
Member of the IGDA |
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Years Attended: 2005 – 2008 |
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Degree: B.S. in Software Engineering |
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Major: Game Programming |
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