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Bryce E Nelson

Gameplay / Tools Developer


Technical Skills Languages Development Tools 253-212-8268 BryceENelson@live.com BryceENelson.com Solid knowledge and experience with C/C++ and C# Unity 4 Pro and Mono Develop Microsoft Visual Studio 2008 2012 SVN and Mercurial version control Familiarity with Agile/Scrum and Iterative development FMOD Ex audio library and FMOD Studio Unity Integration Unity iTween package, Unity NGUI Free Package OpenGL graphics library and Windows Presentation Foundation (WPF) rendering Library Experience tracking down and fixing bugs from playtest bug reports Lite experience with debugging from minidumps DigiPen Game Award Show Tokyo Game Shows Sense of Wonder Night DigiPens PAX Arcade Best 2D Visual Design & Most Poetic Experience Cool Redefinition of Traditional Style DigiPens PAX Arcade Booth 2012 2012 2012

Development Processes APIs

Debugging Recognition Winner Douse Finalist Douse Finalist Douse

Industry Experience Contractor at McCarthy Music LLC Unannounced Project Educational Music Learning Software and Hardware (5 person team)

May 2013 August 2013

Created the core C# framework which included support for hardware interfacing, various modes & mini-games, sound sampling, music related timing events and XAML content displaying with WPF Implemented a custom hardware interface to send light commands and receive input Developed a event-based timing system used for sheet music timing Created an FMOD wrapper which supported sound sampling September 2013 May 2014

Selected Student Projects Gameplay Developer / Systems Architect Prince of Space 3D turn based strategy in Unity (6 person team)

Developed the turn controller and the sub-turn phases which included combat, AI movement and users movement Implemented the AI behaviors which used a pseudo-random weighted rating system for its decision making Constructed the base starship features including the weapon firing system, and planet pathing Created the unweighted graph based map along with the locations strategy row manager Implemented a callback messaging system for easy and fast cross-object message broadcasting Developed the camera control which had auto movement and supported both mouse and touch controls Engineered the cross scene singleton design used by the audio system, messaging system and ship name generator Built a planet appearance generator to provide varied names, textures, rings, weather and moons across matches Collaborated with other developers on FMOD Studio integration, menu state control and ship construction September 2012 May 2013

Engine Architect / Tools Developer Aztech 3D arena action brawler in a custom engine (16 person team)

Constructed the core component based C++ engine alongside another developer Created a level editor, object archetype editor, camera editor and sound tweaking Implemented the camera manager and multiple custom camera types, including the main sports camera Developed a level managing system, object parenting and messaging system with delegate callbacks Classification, analysis, and delegation of newly discovered bugs following test sessions September 2011 August 2012

Engine Architect / Tools Developer Douse 2D poetic experience platformer in a custom engine (5 person team)

Created a C++ component based game engine with delegate based messaging system Collaborated with other developers on game logic, menus and sprites-sheet animations Added a simple in-game level editor with custom serialization June 2012 August 2012

Other Experience DigiPen Summer Workshop Teacher Assistant Taught the Advanced 2D Video Game Programming course (C#) for the Project FUN summer workshops for 13 to 18 year olds Education DigiPen Institute of Technology, Redmond, WA Bachelor of Science in Computer Science in Real-Time Interactive Simulation

April 2014

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