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Thang Hong To                                                                            Programmer

tthang@smu.edu                                                                                                                                           214.762.0177

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

7001 Hansell road # 2109 Plano, TX 75024

 

 

Game Experience


 PrimaeNoctis, Unreal Tournament 3 project                                     August 2008 – September 2009

Programmer, 17-person team (3 programmers)

  •  Implemented all custom components of game HUD
  •  Implemented skills of all three different forms of main character
  •   Implemented third-person and behind-shoulder camera and handled Xbox controller
  •  Implemented custom AI for enemies so that they know how to use their weapons effectively

Elastiball, Unreal Tournament 3 project                                                         March 2009 - May 2009

Sole Programmer, 7-person team

  • Create new weapon with swing mechanic: player shoot and stick a rope at any objects in the game’s environment, swing around (player can control character in the air)
  • Implement custom game HUD
  • Work with artists and level designer in building the art packages and the game’s installer
  • Wrote technical design document

Return of the NOM, 2D project                                                            October 2008 – December 2008

Sole Programmer, 3-person team

  • Programmed a 2D engine and game (scrolling platform, simulating forces, collision detection, alpha blending, fonts) 
  • Integrated FMOD for music and sound using an abstract sound manager

Game Technology


Master’s Project: In-game graphic user interface for AI programming August 2009 –January 2010

  • Programmed a isometric 2D team-based action-RPG
  • Implemented a data driven design: monsters, magics… can be added by changing the data files
  • Coded a rule-based AI system, design a AI-rule definition file with real time loading
  • Created a HUD system to show the game’s info

3D Rendering Engine                                                                                     October 2008 – July 2009

  • 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, 2D and 3D vectors, matrices, quaternions)
  • Built a QUAKE map loader (BSP, lightmaps, textures, Bezier curve patches) which does fast ray traces with the BSP
  • Coded an Importer and Exporter for 3DStudioMax files and a custom file format (includes models, textures). Optimal file loading with single read, compute perfect optimal bounding sphere of the model.
  • Design a logging system with several outputs: screen, console or files 

Terrain Rendering Engine                                                                                   April 2009 –May2009

  • Created 4 algorithms for stiching patches so that there’re no holes in the terrain
  • Implemented quad-tree scene graph for culling terrain
  • Implemented dynamic Level of Detail and intrinsic detail
  • Implemented per-pixel light with bump map generated from the terrain’s height map
  • Created skybox around the terrain

Directed Focus Study: Procedural generated dungeon                             March 2009 – May 2009

  • Implemented graph layout drawing algorithms: Horizontal-Vertical drawing, recursive wind, force-directed
  • Implemented a portal-based scene graph
  • Coded several algorithms for generating random 2d shape
  • Created 3D dungeon includes rooms, hallways full textured with lighting

Interpreted Scripting Language                                                                     March 2009 May 2009

  • Wrote a grammar for a C-like syntax (if..else, switch, while, do..while, for, foreach) with weakly-typed variables (vector, string, integer, float) which have basic operators between them
  • 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 function call, local variables and recursion)
  • Integrate the scripting codes with game project’s codes

Education


 The Guildhall at SMU

  • Master of Interactive Technology in Digital Game Development                      December 2009
  • Specialization in Software Development
  • Current Overall GPA: 3.588

 Vietnam National University, Hanoi, College of Technology 

  • Bachelor of Science in Computer Science                                                                      July 2008
  • Overall GPA: 8.64 out of 10

Skills


 C/C++, C#, Java, Python, Unreal script, Java script, Assembly, DirectX 9, OpenGL 2.0, XNA, Win32, HLSL, GL Assembly, FMod (sound), TCP/IP, UDP, HTTP, lighting, BSP, portal system, scene graphs, debugging, object-oriented programming, design patterns, calculus, linear algebra, quaternion, numerical analysis, Newtonian dynamics, movement, collisions, numerical integration, cloth simulation, spring-mass-dampener systems, rigid body motion, particle systems, XML, HTML, Visual Studio 2008, Tortoise SVN, Microsoft Office (Word, Excel, PowerPoint), UnrealEngine 3, UnrealEd