Resume

William Jacobs - Game Programmer


Address: 7825 SW 67th Terrace Miami, FL
E-mail: williampj48@aol.com
Cell Phone: (305)-542-5610

Skills

•Languages: C, C++, GLSL, SQL, Exposure to Lua, BASH & Assembly

•Graphics: OpenGL, GLSL, Phong Illumination, Normal Mapping,  Shadow Mapping, Global Illumination, Reflection/Refraction, Sky-Boxes, Sprite Sheet Animation

•Physics: SAT and GJK collision, Newtonian and Lagrangian mechanics, Euler, Midpoint, Verlet and RK4 Intergrators, Oct-Trees

•AI: A* Path Finding, State Machines, Terrain Analysis, Lua Scripting

•Other: Scrum, Iterative Development, Word, SVN, Visual Studios, FMOD, XML, Doxygen, Photoshop, Illustrator, 3DSMax

Education

Bachelor of Science in Computer Science in Real Time Interactive Simulation
from DigiPen Institute of Technology - Redmond, WA - May 2013

Experience

Stronghold (Senior Game)

Physics/AI/Gameplay Programmer (Team of 3)
A 3D Arcade Strategy game where players make castles while trying to destroy the enemy's

  • 3D Physics System with AABB collision with broad phase/narrow phase collision (C++)
  • AI that can build castles and attack other players (C++)

  • Majority of the game play programming

Aphotic Ascent (Junior Game) 

Physics/AI Programmer (Team of 6)
A 2D platformer explorer where the player uses his lantern to shape shadows and fight enemies

  • 2D Physics Engine, can detect collision between convex and concave polygons, find the
  • normal of the collision for collision resolution and broad phase and narrow phase (C++)
  • Enemy AI, using state machines (C++)
  • Sound engine (C++, FMOD API)

Graphics Engine (Junior Project) 

Personal Project
Using OpenGL and GLSL made a graphics engine that could:


  • Load in .obj files and .png file and render fully textured 3D Models (C++)
  • Implement Phong Illumination for point, spotlight and directional light sources (C++)
  • Implement normal mapping (C++)
  • Render reflective or refractive object, and skyboxes (C++)

Phase Shift (Sophomore Game) 

Gameplay/Scripting Programmer (Team of 4)
A 2D Bullet hell where the player can "shift" between worlds


  • Implementing Separated Axis Bounding Box Collision (C++)
  • Level scripting, spawning enemies and waves from XML files
  • Enemy AI and bullet scripting (LUA)
  • The majority of the gameplay elements (C++)
  • Sound engine (C++, FMOD API)