Game Development portfolio - Jaws Ultimate Predator For the

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Brandon Fogerty’s
About Me
My journey as a programmer began
when I was 14 years old.
 I quickly adapt to whatever environment
I am submersed into.
 I have a strong passion for game
development!

N-Space
Senior Engineer on a 2 engineer team responsible for developing
Jaws Ultimate Predator 3DS for the Nintendo 3DS.
 Wrote all the AI (C++)
 Also supported Game-play, Rendering, and UI development.

N-Space
Currently finishing up development on a
game for one of Activision’s major IPs
for the iPhone and iPad platform.
 Using Unity 3D.

Cubic Combat Simulations

CryEngine3 Game Programmer
Cubic Responsibilities

Core Engine Developments (C++)
 Rendering and Shader Development
 New Flownodes for scenario development
 Multiplayer AI functionality
 General engine maintenance.
Gameplay scripting (C++ / Lua / Flow Graph)
 Level / Scenario Design (CryEngine Editor)
 Asset Source Control Management
(AlienBrain)

Example CryEngine3 Scenario
Kaneva Massive Multiplayer
Online Game

Worked for a Massive Multiplayer Online
Game company called Kaneva as a
Game Tools Engineer.
Projects I worked on at Kaneva
Helped Integrate Adobe Flash
Technology into Virtual World.
 User Interface programming.
 Game-play Scripting
 Maintaining and fixing bugs in game
engine.
 Maintaining and fixing bugs in game
patcher.
 Maintaining game installer.

Kaneva – Integrated Flash
Technology into Virtual World

Enabled players to play interactive flash
games in our virtual world.
Kaneva – Menu Scripting
Kaneva – Event System

Developed a robust event system so that
player’s could post events in game and go to
their friend’s hangout quickly.
Kaneva – Instant Buy
Added the ability to allow player’s to right click
other player’s and instantly buy their outfits.
 Enabled players to select any object in world
and instantly buy it.

Kaneva - Patcher

Maintained our mmo’s patcher.
2 Motorola Internships
Developed a 3D avatar manipulation
library for Motorola 3D avatar
technology.
 Developed xml based scripting language
and parser for Motorola User Interface
development.

Wrote code in C#, C++, and Java
Motorola Example Work
Motorola Example Work
Visual Face recognition for 3D Avatar Kiosk
Personal Projects
I have done my own hobby games and
demos for various platforms.
 Platforms include, PC, iPhone,
Playstation, Nintendo DS, Cell Phones,
and Gameboy Advance

Sushi Ninja for iPhone
Sushi Ninja Work
Lead Programmer / Project Manager
 Wrote all the Gameplay code using the
Unity3D game engine
 Wrote the foundational Design
Documentation
 Contracted and Managed Artists
 Benched marked and profiled game on
the iPhone.

QoobTris

A 3D Tetris game with a twist.
QoobTris Snapshots
QoobTris Work
I wrote more than 80% of the code and architected
the engine from scratch.
 QoobTris utilizes the DirectX 9.0a API
 Integrated Lua for game play scripting and
expoused much of the engine to Lua.
 Integrated Flash into engine for game menus
 Developed a HUD scripting system for artists to
easily plugin their assets.
 Uses tinyxml for configuration scripts
 Developed my own Particle Engine.

SDL_Sprite and SDL_Font
Libraries
Developed 2 popular C++ libraries for
the SDL game engine API.
 SDL_Sprite enables developers to use
animated sprite sheets in their game
with only a few lines of code.
 SDL_Font enables developers to use
bitmap fonts in their game with only a
few lines of code.

SDL_Sprite and SDL_Font
Libraries Demos
Ported libraries and demos to the Playstation Portable game console.
Mather – C# Lite-Weight Linear
Algebra Library
Mather – C# Lite-Weight Linear
Algebra Library
I developed Mather as an alternative for
those who were interested in using
vector/matrix calculations in C# without
using the heavy weight DirectX api.
 Mather is an open source freeware
library that is portable to Windows
Mobile cell phone devices.
 Mather comes with utility functions that
do many useful things such as detecting
if a point is within 2 vectors.

Flash / ActionScript Projects
I mostly use Flash for prototyping game
designs and theories before
implementing them in C++.
 However I have written a couple of
games in ActionScript along side several
theoretical demos.

Flash AI Node Navigation Graph
This demo allows a user to control a
bot’s navigation by moving waypoints or
nodes around the scene.
 If the bot gets close to the red marker
(the user’s mouse),
it will chase it. Otherwise
it will go back to its
patrolling state.

Written in ActionScript 3.0
Flash BreakOut Clone
This game is a clone of the retro style
BreakOut game. I originally wrote it in
C++ using the SDL API. I then ported it
to Flash.
 This game includes
powerups such as
lasers.

Written in ActionScript 2.0
Flash Gozilla Game
This is a mini game that I originally
wrote for the Gameboy Advance
console. I ported it to Flash.
 The helicopter must charge his gun and
destroy Gozilla before he destroys
Tokyo!

Written in ActionScript 2.0
Flash Dodger Game

This is a mini game where the player
must dodge the rectangle obstacles and
get the blue diamond to advance to the
next level.
Written in ActionScript 2.0
Various Other Flash Demos
I have written various other Flash demos
including my own 3D engine and particle
system.
 I have also used
other popular
ActionScript 3.0
libraries like
Sandy 3D and
APE.

Written in ActionScript 3.0 & 2.0
For Code Samples:
QoobTris is Open Source! You can
browse the Google SVN project page to
get an idea of my coding abilities and
style.
 http://code.google.com/p/qoobtris/sourc
e/browse/#svn/trunk/CubeTrisApp

http://www.brandonfogerty.com
About Me - Education
2008 – Graduated with Master degree in
Computer Science from Georgia
SouthWestern State University.
 2007 – Graduated with Bachelor degree in
Computer Science from Georgia
SouthWestern State University. Cum Laude
Honor Graduate.
 2003 – Graduated from John S. Davidson
Fine Arts Magnet High School.
It was elected as one of the top 15
highschools in the USA for academics.

Thank you very
much for your time!
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