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