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@Mortoc
Member since 5 Mayıs 2010
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Mortoc

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Experience Hangout Industries Game Developer April 2007 ~ Present Sixth employee at venture-backed virtual world startup. Initially responsible for all 3d development and later helped build the game development team from two to thirteen. Built gameplay, web integration and P2P networking architecture. Designed and implemented blendshape-based user generated content system. Built systems for integrating content from Threadless T-Shirts, YouTube and Seeqpod. Additionally responsible for tools and shader development. 1st Playable Productions Technical Animator April 2005 ~ March 2007 Eighth employee at a private game studio startup specializing in Nintendo Gameboy Advance and DS development. Worked on tools, particles and character animation for four DS and GBA titles. High Moon Studios Programmer Intern Summer 2006 Worked on the 'Tools and Tech' team using the Unreal 3 engine. Designed and implemented a scripting engine for the Unreal Editor as a macro recorder for automated testing and as a tool for the Technical Art/Design teams. Contributed to two Xbox 360 titles; Borne and Darkwatch 2. FullArmor Corporation QA Engineer Intern June 2003 ~ September 2004 Spent two summers during college as a QA intern. Responsibilities ranged from running through test scripts to building a test automation system. Tested multiple products designed to help administer Windows Active Directory (LDAP) servers. Capabilities C++ and C# expert, familiar with many other programming languages Test Driven Development 3ds Max expert, familiar with Maya (including MAXScript and MEL) Graphics Programming: Realtime Shaders, Raytracers, Radiocity, etc Physics, Engine and Tools development Multi-threaded/Concurrent Programming Multi-platform experience: Xbox 360, Windows, Apple, Nintendo DS Education / Research Rensselaer Polytechnic Institute Dual BS in Computer Science and 'Electronic Media, Arts and Communication' Research for on sociological influences in game design Research in usability testing techniques Published 'Emergent Geometry' in SIGGRAPH 2007: A C++ tool and base class libraries for Lua that allow the scripting of procedural meshes
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