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Mike Tanfield

6820 Preston Road #1018, Plano, TX 75024

http://guildhall.smu.edu/portfolio/Highwind7/

mtanfield@hotmail.com

mtanfield@smu.edu 

 

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

Double buffering to remove flicker

Implementation of collision detection and resolution

Importing of bitmap sprites and animation

Playing sound and music using FMOD API

Use of tiled levels for simpler collision and better performance

 

3-D Engine using OpenGL and Direct3D

Engine is API agnostic; only need to change one line in config file to switch API’s

Vertex and pixel/fragment shaders using GL assembly and HLSL

Bump, parallax, and light mapping using shader programs

Tangent-space calculation for bump mapping

 

Custom math libraries

Vectors (in 2-D and 3-D space), Matrices (4x4), Quaternions, Fixed Point

 

Scripting Language Compiler

Creation of my own C-style custom grammar

Function calls with arguments and return values

Local variables

Weakly-typed variables, including numbers, strings and vectors

Variable assignments

Conditional statements (if/while)

Return statements

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, HTTP, TCP/IP, UDP, WinSOCK, XML, Unity, Subversion, TorqueX, Unreal Tournament 3, Windows, Internet Explorer, Firefox, Emotiv SDK, Microsoft .NET, Nintendo DS Programming