Dr. Erin J. Hastings
Online Portfolio: http://www.cs.ucf.edu/~hastings/index.php?content=portfolio
Develop fast, efficient, user-friendly systems, under budget and on time. Write modular, readable, easily
maintainable, and correct code.
Alion Science and Technology - Orlando, FL 09/2009 to Present
Game programmer, tools programmer, environmental art for the United States Navy Littoral Combat Ship
(LCS) Virtual Maintenance Performance Aid (VMPA) first-person ship training simulator.
Game environment built with F.E.A.R. engine and ScaleForm GFX. Support applications developed with
Windows Forms. Tools: C++, C#, Visual Studio, XML, Photoshop, CrazyBump.
Project awarded the Alion CEO Award for Technology and Scientific Achievement.
Evolutionary Complexity Research Group at UCF - Orlando, FL 01/2008 to 09/2009
Lead programmer, lead designer, artist, sound designer on the Galactic Arms Race video game.
Tools: C#, C++, XNA, Visual Studio, Photoshop, Maya, Audacity, Lidgren Network Library.
Finalist in Indie Game Challenge 2010, featured on G4TV, SlashDot, and Game Developer Magazine.
Scheduled for release Valve's Steam platform. Xbox Live Arcade version in development.
Lockheed Martin, Missiles and Fire Control - Orlando, FL 01/2008 to 01/2009
Software Engineering Intern on a networked aircraft simulation for testing Electro-Optical Targeting System
for the F-35 "Lightning" Joint Strike Fighter (JSF-EOTS).
Responsible for support applications, simulation programming, and embedded code static analysis.
Tools: C/C++, Visual Studio, LDRA, Klocwork, TCP/IP.
Lockheed Martin, Missiles and Fire Control - Orlando, FL 06/2007 to 12/2007
Software Engineering Intern on a networked cruise missile simulator for testing missile navigation and
tracking system the AGM-158 Joint Air-Surface Standoff Missile (JASSM).
Conducted network operations with the US Air Force over DoD networks/protocols.
Tools: C/C++, GCC, Unix, Visual Studio, TCP/IP, XML.
L3 Communications - Orlando, FL 06/2007 to 12/2007
Part-time programming, modeling, scripting, and texture art for an Urban Combat simulation prototype.
Tools: C/C++, Torque Game Engine, MilkShape 3D, Photoshop, city/terrain modeling software.
University of Central Florida - Orlando, FL 01/2002 to 06/2007
Lab Instructor and grader for the following subjects: C, C++, Java, Data Structures and Algorithms, AI, Game
Engines, Unreal Game Engine, Wild Tangent Game Engine.
Self-Employed - Gainesville, FL 01/1999 to 12/2001
Level design, game design, scripting for various Unreal Engine and serious games research projects.
Placed as a finalist in the 1st Make Something Unreal Contest for the Unreal4Ever game mod.
Florida Air National Guard 125th Fighter Wing - Jacksonville, FL 12/1998 to 12/2004
Data analyst, web designer, customer service for US Air Force aircraft maintenance systems database. Access,
Excel, Clarion, Front Page.
Secret Security Clearance.
United States Navy - Mayport, FL 11/1994 to 11/1998
Shipboard encrypted communications systems operator and network systems administration. Windows,
Unix LAN, HF/UHF/VHF radio systems.
Obtained Petty Officer 2nd Class serving on board the USS Oliver Hazard Perry FFG-7 (Perry class frigate)
and the USS Hue City CG-66 (Ticonderoga class cruiser).
Top-Secret Security Clearance.
Ph.D. Computer Science, University of Central Florida, Orlando 2009
M.S. Computer Science. University of Central Florida, Orlando 2005
B.S, Computer Science. University of Florida, Gainesville 2001
Alion CEO Award for Technology and Scientific Advancement 2010
Indie Game Challenge Finalist - IndieGameChallenge.com 2010
Best Paper – IEEE Symposium on Computational Intelligence and AI in Games 2009
Make Something Unreal Contest Mod Category Finalist – MakeSomethingUnreal.com 2000
Patents and Invention Disclosures
Systems and Methods for Evolving Content for Computer Games - 12/820,431 (in review) 2009
Program Committees, Technical Reviews, Professional Associations
Member – Evolutionary Complexity Research Group at UCF (EPLEX), 2007-2011
Program Committee – IEEE Conference on Computational Intelligence and Games (CIG), 2011
Program Committee – Artificial Intelligence and Digital Entertainment Conference (AIIDE), 2011
Program Committee – International Conference on Genetic Algorithms and Genetic Programming (GECCO),
Digital Entertainment and Arts Track, 2011
Technical Reviewer – IEEE Transactions on Neural Networks, 2011
Technical Reviewer – IEEE Transactions on Evolutionary Computation, 2011
Technical Reviewer – Nuclear Instruments and Methods in Physics Research, Section A, 2011
Program Committee – European Event on Bio-Inspired Algorithms in Games (EvoGames), 2011
Program Committee – ACM Conference on Foundations of Digital Games (FDG), Procedural Content Generation
Technical Reviewer – IEEE Transactions on Computational Intelligence and AI in Games, 2009-2010
Assistant Chair – IEEE Task Force on Computational Intelligence and Games, 2007-2009
Member – UCF Network Security Research Group, 2004-2009
Secret - Defense Industrial Security Office (DISCO) 2009-Present
Secret – Florida Air National Guard 1999-2004
Top Secret – United States Navy 1995-1998
"Interactive Genetic Engineering of Evolved Video Game Content". Proceedings of the Workshop on Procedural
Content Generation in Games (PCG) at the 5th International Conference on the Foundations of Digital Games.
ACM – 2010.
"Galactic Arms Race". SIGEVOlution. Newsletter of the ACM Special Interest Group on Genetic and Evolutionary
Computation. ACM – 2009.
"Automatic Content Generation in the Galactic Arms Race Video Game". IEEE Transactions on Computational
Intelligence and AI in Games. IEEE – 2009.
"Evolving Content in the Galactic Arms Race Video Game". Proceedings of the IEEE Symposium on
Computational Intelligence in Games. IEEE – 2009.
"Demonstrating Automatic Content Generation in the Galactic Arms Race Video Game". Proceedings of the
Artificial Intelligence and Interactive Entertainment Conference Demonstration Program. AAAI – 2009.
"Interactive Evolution of Particle Systems for Computer Graphics and Animation". IEEE Transactions on
Evolutionary Computation. IEEE – 2009.
"NEAT Particles: Design, Representation, and Animation of Particle System Effects". IEEE Symposium on
Computational Intelligence and Games. IEEE - 2007.
"A Scalable Technique for Large Scale, Real-Time Range Monitoring of Heterogeneous Clients". Proceedings of
the 3rd International Conference on Testbeds and Research Infrastructures for the Development of Networks and
Communities. ICST - 2007.
"Multi-Level SB Collide: Collision and Self-Collision in Soft Body Objects". Proceedings of the International
Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games.
University of Wolverhampton - 2006.
"Optimization of Rendering, Collision, and AI Routines in Large-Scale, Real-Time Simulations by Spatial
Hashing". Proceedings of the Summer Simulation Conference. SCS - 2005.
"T-Collide: A Temporal, Real-Time Collision Detection Technique for Bounded Objects". Proceedings of the
International Conference on Computer Games: Artificial Intelligence, Design, and Education. University of
Wolverhampton - 2004.
"Optimized Collision Detection For Flexible Objects". Proceedings of the International Conference on Computer
Games: Artificial Intelligence, Design, and Education. University of Wolverhampton - 2004.