Mike Tanfield 6820 Preston Road #1018, Plano, TX 75024 http://guildhall.smu.edu/portfolio/Highwind7/ mtanfield@hotmail.com mtanfield@smu.edu (970) 227-2143 Education The GuildHall at Southern Methodist University December 2009 Certificate in Digital Game Development Specialization in Software Development Colorado State University, Fort Collins, CO 2006 - 2007 Front Range Community College, Fort Collins, CO 2001 - 2004 Game Experience Lead Programmer, DreamFly Studios July 2009 – September 2009 MinuteMan · Implemented Kismet-driven Bullet-Time triggers in Unreal Tournament 3 Engine · Bullet-time triggers slow down and speed up time according to script · Imported six custom character and a weapon model into code · Removed default game properties from code, such as announcer and “gibs’ · Assisted in technical issues and aspects of level design Programmer, SMU GuildHall June 2009 – December 2009 Play Soldier! · Implemented Parachute mechanic that would pick the player up and allow the player to float down safely to the ground · Implemented T-Rex mechanic that would spawn a toy Tyrannosaurus Rex in front of the player, destroying everything in its path · Implemented breakable blocks on impact · Implemented “Excitement Meter” to power main character’s special attacks · Imported T-Rex model into code for use with T-Rex mechanic Programmer, SMU GuildHall March 2009 – May 2009 Harvest · Implemented Pounce mechanic that allowed player to leap from location to location · Implemented Teleportation husk that a player could teleport back to the location that the husk was left at · Imported 20+ particle effects into code · Added all final sound effects to code · Added some HUD elements, like custom target reticle Sole Programmer, SMU GuildHall October 2008 – December 2008 ROM’s Hard Drive to Silicon Valley · Implemented first level of game in my own custom engine · Added “wall-walking” code to TorqueX GameBuilder Platformer Starter Kit · Created SVN repository for game · Created installer for executable Game Technology 2-D Engine using Win32 API o Double buffering to remove flicker o Implementation of collision detection and resolution o Importing of bitmap sprites and animation o Playing sound and music using FMOD API o Use of tiled levels for simpler collision and better performance 3-D Engine using OpenGL and Direct3D o Engine is API agnostic; only need to change one line in config file to switch API’s o Vertex and pixel/fragment shaders using GL assembly and HLSL o Bump, parallax, and light mapping using shader programs o Tangent-space calculation for bump mapping Custom math libraries o Vectors (in 2-D and 3-D space), Matrices (4x4), Quaternions, Fixed Point Scripting Language Compiler o Creation of my own C-style custom grammar o Function calls with arguments and return values o Local variables o Weakly-typed variables, including numbers, strings and vectors o Variable assignments o Conditional statements (if/while) o Return statements o Most standard arithmetic and logical operators Quake 3 BSP Parsing & Rendering o Vertex, index, and face data o Texture data o Raycasting using front-to-back tree traversal o Occlusion culling using PVS o View-frustum culling Terrain Engine o Level of detail using distance from camera to terrain o Intrinsic detail for typically flat surfaces (such as water) o Stitching of lower detail to higher detail to remove gaps 3DS Max Exporter o Exported into file format compatible with my 3-D engine o Includes vertex/index data and textures o Loaded into importer with one file read and pointer match-up o Calculation of exact minimal bounding sphere onexport (not calculated at run-time) Math-related tech o Lambert and Phong lighting o “Yo-yo” simulator using mass-spring damper system o Spline-camera motion simulation o Simulations of numerical methods, such as Forward/Backward Euler and Runge-Kutta o Swept sphere collision demo using a cube being rotated by rigid-body dynamics system Related Experience Administrative Assistant I June 2007 – December 2008 Human Resource Services, Colorado State University Skills Microsoft Office, Word, Access, PowerPoint, Excel, Project, Outlook, Visio, Publisher, Dreamweaver, Visual Studio 2008, Adobe Photoshop CS3, 3DStudio Max, C/C++, C#, Javascript, XML, HTTP, TCP/IP, UDP, WinSOCK, Unity, Subversion, TorqueX, Unreal Tournament 3, Windows, Internet Explorer, Firefox, Emotiv SDK, Microsoft .NET, Nintendo DS Programming