Matt English Seattle, WA
Game Programmer 425 – 443 – 1648
matt@therandomcache.com
Employment History
Game Developer, Advanced Interactive Systems, Tukwila, WA October 2010 to Present
Worked on: PRISim Suite
Worked on many different programs all making up PRISim, most running simultaneously
Some of the systems I improved: Zooming, Weapons Control, Logging, and Translation
Software Development Engineer, Microsoft Games Studio, Redmond, WA July 2009 to July 2010
Worked on: Alan Wake, Halo Waypoint, Fable 3, Kinect Sports, Kinectimals, and Kinect Star Wars
Created a tool with speech recognition to facilitate the testing of Natal titles
Wrote and integrated debugging and test hooks into several 360 titles
Wrote a variety of tools to aid testers and test managers
Wrote several apps to visualize gameplay and performance data logged from test hooks to SQL databases
Game Programmer, Hidden Path Entertainment, Bellevue, WA June 2007 to June 2009
Programmed various parts of 3 different titles including gameplay, AI, tools, networking and prototyping
Responsible for large portions of an Xbox 360 title from start to ship
Worked on three very different games over two platforms and two languages
Counter-Strike Source (February 09 – June 09) - Updated CSS to the latest Source engine version and Valve multiplayer features
Created a stats system and dozens of stats tracked per player
Created a system to track and display unique and interesting game events to all players
Implemented a summary screen for the stats, the new scoreboard, and post round info screen
Unannounced PC/360/PS3 Title (March 08 – February 09) - Large genre mixing title with an innovative new IP
Sole programmer for one of two main, long term prototypes
Rapid design and development cycles based around two week SCRUM like periods
Created an in-game map editor for the prototype
Wits & Wagers (June 07 – March 08) - Xbox Live Arcade trivia and party game
Was ½ of the programming team for much of development
One of the first outside Microsoft to make a game using QNet networking layer
Responsible for the Networking, AI, Live Data Storage, and Question Selection
Programming Intern, Handheld Games, Lynnwood WA May 2006 to August 2006
Worked directly with artists, animators, sound engineers, producers, directors, testers and designers on small products
Programmed for embedded and very limited systems
Spiderman 3 (July 06 – August 06) - 4 in 1 plug and play game of the “TV Games” series of games, developed at Handheld Games.
Was given full charge of the one of the four games(Goblin Chase) from the start of development
Trained new staff to use the game engine and all of the code already written on my game
Worked within very restrictive hardware to create a fast paced, visually exciting game
Marvel Heroes (May 06 – July 06) - 5 in 1 plug and play game of the “TV Games” series of games, developed at Handheld Games.
Was largely responsible for bringing one of the five games(The Incredible Hulk) from Alpha to Gold
Completed jumping, throwing objects, and picking up of enemy tanks
Created three ending in-game cut scenes and the main menus
Summary of Skills
10 years programming experience including use of C, C++, C#, WPF, Java, LINQ and Game Boy Assembly.
Programmed AI, Gameplay, Tools, UI, Networking, 2D Graphics, and Database Visualization.
Using XANet, QNet, Regular Expressions, Speech Recognition, Fibonacci Trees, and much more.
Written game design documents, technical design documents, project time lines, and producer reports
Experience with computer software such as Microsoft Visual Studio, Microsoft Office (including Word, Excel, and PowerPoint),
Microsoft Project, Adobe Photoshop, Promotion, 3D Studio Max, Valve Texture Editor, and Valve Particle Editor.
Education
DigiPen Institute of Technology, Redmond, WA September 2003 to April 2007
B.S. Real Time Interactive Simulation (Computer Science) with a minor in Mathematics