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Jasen Moloy Interactive Entertainment Engineer |
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Work History |
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  Mass Media / THQ Associate Programmer 2008 — Present |
Skills Acquired |
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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. ⇒
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. |
⇒ Communication with artists and leads regarding significant assignments ⇒ Creating a pipeline for key assets ⇒ Knowledge of the game-implementing workflow |
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Happy Camper Studios Software Engineer Intern 2008 |
Skills Acquired |
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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. |
⇒ Advanced OOP Design ⇒ Test-Driven/Behavior-Driven Development ⇒ Dynamic Typed Language Experience |
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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. |
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Responsible in implementing graphic and animation pipeline for the
team. Worked with animators and modelers using 3D Studio Max. ⇒
Responsible in establishing a code framework. ⇒
Managing and coordinating programmers on team. |
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Butterfly
Jutsu Scripter 2007 |
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Butterfly Jutsu is a 2D RPG game using Torque
Game Builder. The goal was to create a top-down RPG set in a world of
Japanese Ninjutsu. The player would engage in real
time combat and perform special attacks using certain key combinations in
order to destroy enemy ninjas. |
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Worked with artists in implementing cell-based animations and assets. ⇒
Utilized multi-layered sprites in order to create the appearance of
depth. This was also used for collision. ⇒
Developed player´s input logic and wired in enemy AI. |
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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. |
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Recreated the chemical room scene from the film using scripted scenes
and audio clips. ⇒
Mimicked the original game´s AI patterns and movements. ⇒
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 ⇒
C# ⇒
Ruby ⇒
C++ STL / .NET ⇒
C# .NET ⇒
Unreal 3 Engine |
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Hammer Engine ⇒
Actionscript ⇒
XNA 2.0 ⇒
DirectX 9 ⇒
SQL ⇒
2D/3D Vector Math |
⇒ Game-based unit testing ⇒ Object oriented design patterns ⇒ Behavior Driven Design ⇒ Test Driven Development ⇒ Game documentation ⇒ Software documentation |
⇒ Certificate of training o Photoshop o Illustrator ⇒ 3D modeling / texturing concepts ⇒ Flash ⇒ Dreamweaver |
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Education |
Profile |
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University
of Advancing Technology — |
⇒ 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 |
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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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