Andrew Blackwell Personal Profile I have just finished a four year period at Mere Mortals Ltd. and I am currently looking for new opportunities in the games programming field. I originally elected to pursue a career in games programming because of the variety of interesting aspects involved and the challenging nature of the work. Some of my strongest skills are problem solving, forward planning and debugging. I rise to challenges and am dedicated to producing good work to time. I work well independently and in a team, with artists and designers as well as other programmers, and have often been complimented on my willingness to take time to help out others both at work and in my social life. I enjoy solving mathematical and programming problems. I spend much of my free time gaming on consoles and PC as well as role-playing, tabletop wargaming, collectable card games and boardgames. My other interests include listening to live music, particularly blues and blues-rock, and visiting the cinema with friends. 8 years experience and excellent understanding of coding in C and C++ at university and in the industry Industry experience with Python, CG Shaders, Bullet, FCollada, XML and C# Skilled with PS3, PSP, Wii and X360 SDKs, DirectX and OpenGL Industry experience with Visual Studio, Code Warrior and ProDG Debugger Experience with HTML5, Java, Javascript, Lua, Pascal, Visual Basic and Assembly programming Great mathematical ability and understanding of mathematics required in many games programming fields, including transformation and lighting, physics and ray tracing. Experience working with and developing my own DirectX based engine and other proprietary engines Experience in networking for PSP, X360, PS3 and also with DirectPlay and Java Full UK driving license Industry Experience Mere Mortals Ltd, Newcastle upon Tyne - ( 2006 – 2010 ) After completing my degree I returned to Mere Mortals as a games programmer. I mainly worked on game code, but also worked on graphics, networking, animation, motion controls, save systems, user interfaces and tools programming. During this time Mere Mortals moved from developing for the PS2 to the new generation of consoles, and I was involved in developing and refining engine code for PSP, Wii, X360 and PS3. I was given responsibility for maintaining the Flash Exporter tool, which I always tried to improve and add new features requested by colleagues whenever there was time. At certain points I was given small projects to work on independently and without supervision, and as time went on I started taking more a lead role on larger projects. This meant having more responsibility and leading the crunch periods required to get titles to market. I also developed skills in Python and CG shaders here. Placement Year, Mere Mortals Ltd, Newcastle upon Tyne - ( 2004 – 2005 ) As part of my degree I had a 12 month placement at Mere Mortals. During this time I worked on several titles for PS2, sometimes independently but often as part of a team. As well as coding the work also involved contributing to some design decisions. I had a chance to develop my project management and team skills in communication and collaboration with the art and design team. Also I became familiar with Mere Mortals proprietary game engine and editor and SN Systems ProDG suite for PS2, and the general development process from conception through to mastering and submission. Published Titles: Pétanque Master ( Wii, Big Ben Interactive ) Ski-Doo Snowmobile Challenge ( Wii, Valcon Games ) World Sports Party / Vacation Sports ( Wii, Ubisoft ) Ultimate Boardgames Collection ( PS2, Empire Interactive ) PDC World Championship Darts ( X360 & PSP, Oxygen Interactive ) PDC World Championship Darts 2008 ( PS2 & Wii, Oxygen Interactive ) Ultimate Boardgames Collection ( Wii, Valcon Games ) Ultimate Boardgames Collection ( PSP, Valcon Games ) PDC World Championship Darts ( PS2, Oxygen Interactive ) Family Board Games ( PS2 ) Pétanque Pro ( PS2 ) The Great British Football Quiz ( PS2 ) Poker Masters ( PS2 ) 21 Card Games ( PS2 ) Junior Board Games ( PS2 ) Education 2002 – 2006 University of Teesside BSc (Hons) Computer Games Programming Second Class Division 1 Final Year (2005 – 2006) Final Year Project: Artificial Intelligence for a Real Time Strategy Game: 65 % This project was the creation of AI for worker agents in a RTS scenario. The first stages were the design of the game systems for the agents to interact with based upon research into the genre. A game engine using DirectX was created to process the world and the systems required. An object-oriented design was used with central control administered by the world model. The AI for the agents was designed using a two-tier state machine system controlled by a central thinking state. Agents attempt to complete goals of collecting and transforming resources and constructing buildings, and fulfilling their own needs for food and rest. The system performed well with up to 200 agents. Modules: Advanced Graphical Algorithms Games Artificial Intelligence Games Physics Online Games Programming % 62 80 60 65 Years 1 & 2 (2002 – 2004) The syllabus for these two years included 2D and 3D Graphical Mathematics, Rasterizing and Rendering, Games Software Design, Animation and Simulation, C and C++ for Games Programming, DirectX and OpenGL, logic, assembly and Computer Hardware. I achieved an average mark of 89% in the first year and 67% in the second year 2000 – 2002 ‘A’ level Queen Elizabeth Sixth Form College, Darlington Mathematics A Computing A Chemistry A Biology B AS level General Studies C Key Skills Level 3 1995 – 2000 Longfield Road Comprehensive School, Darlington Communications, Application of Number and IT 10 GCSE Grades A* - C Mathematics Science: Double Award Information Technology English Language English Literature A* A* A B B Geography French Technology Religious Education A B B C