Mike Tanfield
6820 Preston Road #1018, Plano, TX 75024
http://guildhall.smu.edu/portfolio/Highwind7/
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, HTTP, TCP/IP, UDP, WinSOCK, XML, Unity, Subversion, TorqueX, Unreal Tournament 3, Windows, Internet Explorer, Firefox, Emotiv SDK, Microsoft .NET, Nintendo DS Programming

