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EMAIL

bert.wierenga.1080@gmail.com





RESUME - BERT WIERENGA PHONE

231.740.8378



TECHNICAL SKILL SET PORTFOLIO

bertwierenga.net

LANGUAGES

 Programming: C++, C#, C++/CLI.

 Scripting: Python.

 Shading: HLSL.



TOOLS

 Engines: Torque Game Builder, Unity3D.

 Visual Studio 2008 Professional, Visual Studio 2010 Ultimate, PIX for Windows, Mono Develop.



APIS/FRAMEWORKS

 .NET, XNA.

 Win32, DirecX10, DirectX11.





GAME PROGRAMMING EXPERIENCE

Worked on over a dozen student game projects to date. Work has included engine programming, graphics programming,

gameplay programming, AI programming, and more. All projects were a team effort. Favorites include:



TRIBERNETICA -

Capstone experience for Masters Degree. Triberentica is a Beat'em-up/Platformer hybrid. Responsibilities included AI

programming, camera controls, shading programming, and core engine development. AI system involves goal based

decision logic and spatial pathfinding that was generated procedurally.



THE HOGSHEAD ENGINE -

A collection of source code and middleware coalesced into a working engine. This code was originally developed in the

Spring of 2010. The code went through three major iterations up to the Summer of 2011: the first for the 2D game

Mechanized Forklift Rampage, the second for the 3D game Nuclear Gambit, and the third for the 3D game

Tribernetica. Responsibilities on the engine ranged from math library implementation, core systems, graphics, content

management, and data structures while game work included AI and gameplay programming. Also responsible for

system design, code maintenance, bug fixing/debugging, and optimizations.



NUCLEAR GAMBIT -

Made for 3D game class during Masters Degree. Nuclear Gambit is a Tunnel Racer/Survival game. Responsibilities

included player controls programming, camera controls programming, system interface with Direct3D 11, and content

management.



ARTIFICIAL LIFE SIMULATION -

Two person project for an AI class during Masters Degree. AI evolve into new and emergent entities. Created a system

that went beyond traditional FSMs. Used probability for AI logic. Also created Bayesian Belief and Bayesian Decision

Systems for AI. Used weighted learning to change behavior.

RAPTORS! -

Game Jam for the IGDA 2010 Global Game Jam. Wrote raptor AI that uses line of sight and scent trails to stalk player.



PHOENIX TOWN -

RPG/Sim game pitch prototype for Michigan based company Reactor Zero. Responsibilities included gameplay

programming and design. Implemented pathfinding and the RPG system.



JURASSIC COMMANDER -

3D Tower Defense Dinosaur Game for two players using Wiimote input in Unity3D. Used a plug-in for the Wiimote

for player controls. Implemented pathfinding. Wrote all gameplay/AI code.



EDUCATION

Masters of Science in Game Design and Development, May 2011

Rochester Institute of Technology, School of Interactive Games and Media

 Design Coursework in history and critical analysis of video games, online identity and culture, development

processes, and immerging themes in the video game industry.

 Programming coursework in AI, genetic algorithms, artificial life, 2D game programming, 3D game

programming, multi-threading, editor creation for game engines, and pattern recognition.



Bachelors of Science in Mathematics May 2009

Michigan State University, College of Natural Science, Honors College, Game Design and Production Specialization

 Applied Coursework in physics, calculus, linear algebra, differential equations, programming, and gameplay

programming.

 Theoretical Coursework in abstract algebra, linear algebra, chaotic and dynamical systems, analysis, topology,

algorithms, data structures, and iterative game design.



JOB EXPERIENCE

Teaching Assistant and Consultant for Professors in the School of Interactive Games and Media at

RIT

Rochester Institute of Technology, Henrietta, New York.

 Created and presented Unity3D tutorials, for student education, to faculty.

 Provided professor and student training on Unity3D.

(September-November 2010)



Programmer/Designer, Games for Entertainment and Learning Lab

Michigan State University, East Lansing, Michigan.

 Designed and developed a serious Sim game intended for a 200-level engineering class. Game was used to teach

second year students about how electricity gets from power plants to consumers. Used Unity3D for development.

(May-August 2010)



Learning Assistant

Michigan State University, Lyman Briggs College, East Lansing, Michigan.

 Lectured weekly to a class of peers.

 Wrote and graded quizzes and graded exams weekly.

 Held office hours to assist students.

 Taught material in calculus II, III, IV and linear algebra.

(Academic years 2006-07, 2007-08)



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