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Nimrod Barak
Game Experience
Leviathan, Unreal Tournament 3 project December 2008 – March 2009
Lead Programmer, 17-person team (3 programmers)
- Added gliding model to Unreal’s freefall physics system (using drag, lift, air resistance, wing resistance, and counter-forces to enhance gameplay), and three control schemes with variable controls for level designers to change
- Scheduled tasks for team members and communicated with other Leads (met all deadlines)
- Worked with game designer to clearly set and refine the implementation of game mechanics
Nightbear: The Stuffening, Unreal Tournament 3 project May 2008 - December 2008
Lead Programmer, 8-person team (2 programmers)
- Programmed new UT3 weapons (gravity gun, flamethrower, swarm gun)
- Coded network-replicated in-game objects that link together and mirror each other’s movement
- Implemented a character class selection system (for any number of classes)
- Aided artists with HUD work and particle systems, and level designers with Unreal Editor
Retail Quest, Programmer January 2008 - May 2008
- Programmed a 2D engine and game (simulating forces, collision detection, alpha blending, fonts)
- Integrated FMOD for music and sound using an abstract sound manager
Game Technology
Master’s Project: Frequency Space Manipulation of Voice December 2008 – June 2009
- Programmed a Fast Fourier Transform and spectral analyzer for processing a sound bite
- Coded different sound effects that are applied in frequency space (changing properties of voice)
3D Rendering Engine January 2008 – December 2008
- Coded a general interface and general data structures that connect transparently to both OpenGL and Direct3D (to the depth of programming HLSL and GL assembly shaders for per-pixel light, bump, and parallax mapping)
- Developed and unit tested a math library (fixed point math, 2D and 3D vectors, matrices, quaternions) and met performance benchmarks (used for particle systems, integration, 3D rendering, and movement)
- Built a QUAKE map loader (BSP, lightmaps, textures) which does fast ray traces with the BSP
- Coded an Importer and Exporter for 3DStudioMax files and a custom file format (includes models, textures, animations)
- Unit tested and benchmarked the performance of the engine ( Engine was used in multiple projects afterward, on both Direct3D and OpenGL machines)
Interpreted Scripting Language August 2008 – December 2008
- Wrote a grammar for a C-like syntax with weakly-typed variables and built-in vectors
- Coded a lexical analyzer to create tokens from language use, a parser to build a tree from the token stream, and a compiler for converting the syntax tree to custom bytecode
- Programmed a stack-based virtual machine to operate on the bytecode (supporting recursion)
Directed Focus Study: Flocking AI and Emergent Team Behavior August 2008 – December 2008
- Simulated unit awareness with radius tests, field of view tests, and individual unit memory
- Implemented an A* search to compute shortest alternate path over tiled geometry
- Created modular decisions and behaviors for each unit (similar decisions create flocking)
Education
The Guildhall at SMU Graduating June 2009
- Master of Interactive Technology in Digital Game Development, Specialization in Programming
- Current Overall GPA: 3.768
California State University East Bay Graduated December 2006
- Bachelor of Science in Computer Science
- Magna Cum Laude Graduate, Honors and Deans List
- Overall GPA: 3.87
Related Experience
Golan Technology, Sunnyvale CA June 2005- December 2007
Technical Support for Bluetooth Virtual Keyboard
- Fixed customer issues (Research, Diagnosis), and handle website (Install, Maintain, Forum)
- Trained external Sales Associates (Fry’s, Power Positioning) and internal employees
California State University East Bay January 2003-June 2005
Technical Assistant
- Supported 500+ students with their computer hardware and networking challenges
- Decreased the volume of problems from 25 per day, to 4 per week, within 2-months
Skills
- Languages: C/C++, Java, UnrealScript, Assembly, HTML, Python
- APIs: Win32, Direct3D 9, OpenGL, HLSL(FX), GL assembly, FMOD
- Math: Calculus, linear algebra, algorithms, numerical analysis
- Physics: Newtonian dynamics: movement, collisions, numerical integration, spring-mass-dampener systems, rigid body motion, particle systems
- Computer Science: object-oriented programming, application design patterns, debugging own and other’s work, A* pathfinding, state machines
- Applications: Microsoft Visual Studio 2005, Unreal Engine3, UnrealEd, 3DStudioMax, Adobe Photoshop CS2, Adobe Illustrator CS2, Microsoft Office 2007 (Word, Excel, Project), Subversion (SVN), Windows XP
- Other: fluent in Hebrew

