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Paul “Juno” Madden

3440 N Goldenrod Rd Apt 936, Winter Park, FL, 32792

(256) 225-7340

pauljunomadden@gmail.com

www.junomadden.com



SKILL AND KNOWLEDGE

Languages

 Proficient in: Microsoft Visual C++®, C, C#, UML, HLSL, and GLSL

 Familiar with: Java, Lua, and Assembly

APIs

 Proficient in: DirectX, OpenGL, Win32, Wwise, and FMOD

 Familiar with: Winsock

Skill Sets

 iPhone Development

 Maya Exporters



PROJECTS

Four Seasons Sprint

 Current Student Project

 10 Person Team Game Project scheduled to be finished June 2010

 Design Lead in charge of keeping the design and scope of the game

reasonable

 In charge of rendering engine, HLSL shaders, and all rendering code

 Normal Mapping and Light Attenuation – Each racer applies a blended and

attenuated light to the environment with a multi-pass shader in HLSL

 Post-process Motion Blur

 3D Model Animations – Skinned animation updates applied on GPU

through HLSL

 In charge of camera system – Multiple Camera Modes, Smooth

Transitions, Camera Effects to Enhance Gameplay (distance based to

increase sense of speed)

 In charge of sound system using Wwise API – Environment Effects,

Ambient Sounds, Multiple Switch Set Management, and assisting in sound

engineering



DirectX Normal Mapping

 Solo Project done February 2010

 Normal mapping done through HLSL shaders

 Taking normals, tangents, and binormals from tangent space into world

space from a texture and applying lighting values from them.



Adventures of Misfortune

 9 Person Team Game Project for 2010 Global Game Jam

 Managed camera movement – Rotating based on player’s position on the

circular world

 Collision system with custom collision volumes

Paul “Juno” Madden

3440 N Goldenrod Rd Apt 936, Winter Park, FL, 32792

(256) 225-7340

pauljunomadden@gmail.com

www.junomadden.com





DirectX Shadow Mapping

 Solo Project done December 2009

 Shadow mapping done through HLSL shaders

 Multi-pass shader rendering to a texture for depth values from the light’s

perspective then comparing those values to the camera’s perspective to

determine shadowing



EDUCATION

Full Sail University 2010

Winter Park, Florida

 Bachelor of Science, Game Development

 3.92/4.0 GPA

 Course Director’s Award – January 2009

 Artificial Intelligence - #1 in Robocode Hall of Fame



REFERENCES

Mr. Jeremiah Blanchard

Architecture Chair at Full Sail University

(407) 679-0100 x8901

jeremiahb@fullsail.com



Mr. Alvin Huang

Lead Lab Specialist at Full Sail University

(407) 929-2718

ahuang@fullsail.com


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