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BRIAN BANNON                                          SOFTWARE DEVELOPER


225.636.0974                http://guildhall.smu.edu/portfolio/bbanno1/        6820 Preston Rd Apt 334
bbanno1@gmail.com                                                                                                  Plano, TX 75024

 


EXPERIENCE



The Guildhall at SMU

Master’s Project                                                                                                August 2009 - Current

  • Valve Source project
  • Implemented player ability to temporarily move through the level without collision
  • Implemented custom collision detection and resolution to allow player to transition between clipping and no-clipping
  • Implemented custom shaders to indicate to the player when no-clipping


Play Soldier - Programmer                                                                             August 2009 - Current

  • Unreal Tournament 3 project, 16-person team (3 programmers)
  • Optimized scripts to increase the number of supported destructible objects ten-fold
  • Implemented player mechanic allowing the player to aim and launch the player’s character as a ballistic rigid-body capable of damaging enemies and destructible structures
  • Wrote over half of the documentation and assisted in task management responsibilities


RUN - Lead Programmer                                                                                 May 2009 - July 2009

  • Unreal Tournament 3 project, 9-person team (2 programmers)
  • Implemented variable player running speed based on forward momentum, turning speed, jumping and landing, and pursuit of other players
  • Implemented running camera animation
  • Created shader effects and particle effects in the Unreal Editor
  • Wrote technical documentation and managed task scheduling
  • Elected by team as lead programmer


Elastiball - Programmer
                                                                                   May 2009 - July 2009

  • Unreal Tournament 3 project, 8-person team (2 programmers)
  • Brought in to fix network replication issues for multiplayer gameplay
  • Brought in to bug fix issues in gameplay mechanics and visual effects


The Galatea Effect - Sole Programmer                                September 2008 - December 2008

  • Created a rendering engine supporting alpha blending, parallax scrolling, and sprite based entity movement and animation
  • Created a physics engine with a tile based collidable environment and sprite physics (force-based acceleration and dampening, friction, gravity)
  • Integrated FMOD into custom engine for music and sound
  • Implemented all gameplay specific mechanics in custom 2D engine
  • Implemented all gameplay specific mechanics in the Torque development environment


Individual work  

  • Created a plug-in for exporting model data from 3D Studio Max including animation data, texture data, tangent space information, and perfect minimum bounding sphere information
  • Created a particle-system emitter and physics simulation
  • Created a byte-code compiler and virtual machine for a weakly-typed custom C-style scripting grammar
  • Implemented a fixed-point math library supporting multiple fixed precisions
  • Implemented a network-based server/client system with client interpolation between packets

 
3D Rendering Engine  

  • Created an abstract rendering interface to Direct3D and OpenGL to produce identical renders in each
  • Implemented custom shaders and wrote synonymous vertex and fragment shaders in HLSL and GL assembly for per-pixel lighting and parallax mapping
  • Implemented a scene-graph based renderer with frustum culling
  • Implemented a BSP renderer supporting encoded lightmaps and Bezier curves with frustum and VIS data culling and fast ray-casting
  • Created a custom model loader supporting encoded textures and asynchronous streaming of serialized data
  • Created an animation system using skinned models and keyframe bone data with blended animations
  • Implemented a patch-based terrain system with distance-based and intrinsic level-of-detail, frustum culling, and supporting patch-stitching to avoid holes in the terrain


Trendsic Corporation


Software Developer                                                                                   January 2008 - July 2008

  • Developer for a custom software solution company
  • Lead developer on two projects


Louisiana State University

The Core - Team Lead                                                                     August 2007 - December 2007

  • Led a team of four developers in developing gameplay in an OpenGL API (Electro) using Lua
  • Developed custom scene graph layer for maintaining Electro collisions
  • Implemented enemy AI and pathing algorithms
  • Implemented player control using Wiimote controller


EDUCATION



The Guildhall at SMU

Master of Interactive Technology in Digital Game Development                            December 2009
Specialization in Software Development
Current Overall GPA: 3.55


Louisiana State University

Bachelor of Science in Computer Science, Minor in Fine Arts                               December 2007
Overall GPA: 3.11


SKILLS



C/C++, Java, UnrealScript, assembly, HTML, Visual Basic, C#, Python, Scheme, Prolog, ML, SQL, Lua, Win32, DirectX, Direct3D, OpenGL, HLSL (FX), GL assembly, FMOD, multi-threading, MPI, network sockets, Newtonian dynamics, movement, collision detection and response, numerical integration schemes (forward Euler, implicit/backward Euler, midpoint, Runge-Kutta), spring-mass-dampener systems, rigid body motion, BSP, outdoor terrain rendering, animation, lighting, shaders, effects, scene graphs, LOD, Debugging, design patterns, object-oriented programming, calculus, linear algebra, differential equations, numerical analysis and algorithms, Microsoft Visual Studio .NET, Unreal Engine 3, UnrealEd, Valve Source, Adobe Photoshop, 3D Studio Max, Windows XP, UNIX, LINUX, Microsoft Office (Word, Excel, Project), Subversion (SVN), Sourceforge Vault