Michael Bosley Software Engineer P.O. Box 568 Justin Texas 76247, 757-814-1095, mbosley@smu.edu http://guildhall.smu.edu/portfolio/mbosley ------------------------------------------------------------------------------- Game Experience ------------------------------------------------------------------------------- b, Half Life 2, Physics based Marble Madness style game with Wii Remote control Sole Developer January 2009 - Wrote a custom application level driver for the Wii Remote and Nunchuk, integrating with existing input - Designed and built the game level in Hammer - Created custom physics, triggers, and modifier entities for gameplay The Chronos Project, Unreal Tournament 3 total conversion, 3rd person action Associate Game Designer, Programmer January 2009 - Researched and implemented a custom actor mixing skeletal and static meshes allowing it to ragdoll, recover, and disassemble on demand - Researched and implemented Animation Trees - Designed and implemented 75% of player mechanics - Implemented 50% of modular robot system, constructing them from various art and code assets. Modules contain custom artificial intelligences communicating with a main controller distributing actions - Implemented 90% of a custom heads up display showing player health and energy - Created 100% of custom player health and energy system - Created five custom particle effects using UnrealCascade - Wrote 80% of the game design document - Managed game flow and overall development of the game - Prototyped all game systems. - Performed external play testing, gathering metrics on user experience. Librum Vitalis, Unreal Tournament 3, Multiplayer 3rd person tower defense Lead Programmer April 2008 - Implemented 95% of custom tower creation system, allowing four distinct types of towers to be constructed, upgraded, and deconstructed dynamically by players - Created 80% of ballistic, projectile, and beam firing systems for towers - Implemented 100% of a custom tower placement system used during the game - Create a custom logging system allowing developers to enable or disable log messages at run time - Resolved 50% of replication issues for multiplayer gaming - Wrote 99% of technical design document S’more Wars, 2D, marshmallow saving graham cracker and chocolate bar from fruit Sole Programmer March 2007 - Custom rendering system using Windows Device Contexts, DIBs, and bitmaps - In-game editor to define collision boxes and place tiles and supporting graphics - Sprite based animation system based on external configuration files - Custom camera system allowing soft adjustment to player movement - Axis aligned bounding box collision between the player, enemies, and world objects ------------------------------------------------------------------------------- Game Technology ------------------------------------------------------------------------------- - PlayStation3 ray tracer using the PPU and six SPUs o Message based work queue that starts each SPU and queues additional work as tasks are completed o Runs at 60 frames per second with ten spheres and three light sources o Dynamic light and shadow support - Application level driver for the Wii Remote supporting button, accelerometer, IR, and Nunchuk data - Modern rendering engine providing a unified interface to both DirectX 9 and OpenGL 1.2 o Dynamically defined vertex declarations o Vertex and index buffer support o Texture and multi-texture support o Bone animation system o Built in performance reporting o Input system supporting mouse, keyboard, and Xbox controllers; external configuration for user mapping o Dynamically loadable HLSL and OpenGL Assembly vertex and pixel shaders - Software renderer supporting vertex and index buffers - Spring based particle system to emulate soft body dynamics on a sphere - Networked based multiplayer tank game, GuildZone, using TCP/IP and UDP - 3DS Max 8 exporter and loader with support for vertices, indices, textures, and bone data. Output is quaternion based with a single fully streamable binary file that can be used on the GPU - Vertex and pixel shader programming via DirectX HLSL, OpenGL Assembly, and OpenGL GLSL performing dynamic, specular, and parallax lighting as well as bump mapping - C-like custom scripting language with parser, lexical analyzer, encoder, and virtual machine - Object collision - sphere/cylinder/AABB, ray to triangle/sphere/cylinder/AABB - Fixed Point math library with customizable precision ------------------------------------------------------------------------------- Related Experience ------------------------------------------------------------------------------- Northrop Grumman – Software Developer June 1999 – December 2007 Visionary Systems, Inc. – Software Developer September 1997 – June 1999 GamesOnline – Software Developer November 1996 - February 1997 Education SMU Guildhall – Software Development Certificate May 2009 Awards Northrop Grumman Guardian of Freedom and Outstanding Performance Gearbox Scholar Skills C, C++, UnrealScript, HLSL, GLSL, OpenGL Assembly, Perl, PHP, HTML, CSS, C#, Java, JavaScript, XML, XSLT, MySQL, SQL Server, Unreal Engine 3, Source, Torque, DirectX 9, OpenGL 1.2, Win32, FMOD, ZLib, LibPNG, LibJPEG, Visual Studio 2005, Adobe Photoshop CS2, Microsoft Word, Microsoft Excel, Microsoft Access, Microsoft PowerPoint, Microsoft OneNote, Microsoft Project, 3DS Max 8, Subversion, Audacity, SCRUM, Vector, Matrix, Quaternion, RK4 Integration, Verlet Integration, Intersection, Collision, Scene Graph, 2D, 3D, Windows, Linux, PocketPC, PS3, Cryptography, PKI