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Alexander Stopar Game Programmer

1701 Lee Rd. Apt M411


Winter Park, FL 32789
Email: stopar.2@osu.edu
Website: alexanderstopar.weebly.com
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Phone: 330-696-1359

Professional
Experience:

Jun 2014 Aug2014 Software Development, DNV GL, Dublin, OH


o

Skills:

Programming Languages: C++11/14 (4


years), C (4 years), C# (4 years), 68K
assembly (< 1 year), Java (3 years), Lisp (1
year), Python (1 year), Ruby (< 1 year), Cg
(< 1 year), GLSL (1 year), HLSL (1 year), AS3
(< 1 year), SQL (1 year), XML (2 years),
HTML/CSS (2 years), Matlab (4 years)

Development Tools: Visual Studio 20102015, Eclipse, Git, Perforce, JIRA,


Confluence, PIX, PS4/XB1 dev kits, Code
Collab, Reviewsnap

API, Libraries, and Engines: Unity 4.0-5.0,


Unreal Engine 4, DirectX 11.0-12.0, OpenGL 4,
Bullet, Recast/Detour, Expat, STL, SDL, Boost,
Google Maps API, SFML, Xbox XDK,
XNA, Vulkan

Networking: Created simple UDP and TCP


servers in C for sending and receiving text
and binary files
Physics/Mathematics Programming:

Work with WPF and Oxyplot API to create input tools for risk visualization system

Focused on XAML files and data binding, along with file I/O and data plotting
through Oxyplot
Dec 2015 Jan 2016 Unity Programmer, EEG Store, Gainesville, FL
o
Worked with EEGer neurofeedback software and JSON file reading to an external
Unity Engine

o Parsed JSON objects into game commands for demonstrative use


o Created several reward levels that operate on a neurofeedback reward system
Sep 2016 Dec 2016 Cross Platform Development, Iron Galaxy Orlando, Orlando, FL
o
Worked with cross-platform development on AAA titles
o
Worked with profiling and input systems on game ports

Game Projects:

Jan-Apr 2015: Quantum: Programmer and Technical Designer (Team of 6)


o
Single player, third person action-puzzle game implemented in Unreal Engine 4
C++
o Assisted with camera movement along a vector field
o
Coded and organized asynchronous level streaming for larger level creation
o
Created compatibility for and designed around use of the Oculus Rift
development kit
o
Used sound attenuation to blend between sounds and player body
stretching/shrinking
o
Implemented basic AI behavior and coded in-game particle parameter use

Nov
2015-Dec
2015: Xbox Cross-Platform Project Robotron: Programmer (Team of 2)

o
Clone of the arcade game Robotron 2084 made for PC and Xbox
o
Created a platform independent layer of game code with simple enemy AI and
game loop implementation
o
Used the Xbox XDK to visually represent 2D sprites in a similar fashion to DirectX
8.1 rendering
o
Managed and implemented audio programming through XACT audio banks

Nov 2015-Sep 2016: Ley Lines: Lead Programmer (Team of 13)

Collision detection and response (axis and


non-axis aligned), interpolating animation
along a Bezier curve, cloth physics and
simulation, physics simulation on particle
systems, compute shaders for particle
systems

Artificial Intelligence: Behavior trees,


alignment, flocking, separation, visionbased tracking and occlusion

Graphics Programming: Gouraud shading


and Phong illumination in GLSL and HLSL,
billboard rendering, frustum culling,
Unreal Engine 4 C++
multitexturing, light mapping, alpha
o Managed an agile development group of four programmers
mapping, bump mapping, specular
o Created gravitational field objects to enforce local gravitational pull
mapping, rendering to texture, linear and
o Created automatic statistic gathering and averaging tools for metrics gathering
exponential fog, transparency, reflection
o Created AI behavior trees for navigation mesh traversing enemy characters
for water, refraction for ice and glass
o
Created physics handler for lifting and moving objects with controlled distance
shaders, fire effects by way of noise
and visual feedback
textures, mesh tessellation, instanced
o
Created integration with C++ interfacing and particle systems for ley line state
rendering, shadow mapping for multiple
system
lights, projected textures and light maps,
o Integrated physics system with objects and alternate physics states (slow
forward and deferred shading, MSAA
movement, weightlessness)
through OpenGL, SSAO
Sep 2016 - Nov 2016: Seven Days to Die: Programmer (Team of 16)
Education:
o
Xbox One and Playstation 4 port of Seven Days to Die, an open zombie
survival game

2011-2015BS, Computer Science and


o
Worked with creating libraries to support asynchronous profiling for Xbox
Engineering, Ohio State University
One and made profiler support for cross-platform profiling

2015-2016MS, Interactive Entertainment,


o
Optimized memory allocation
Florida Interactive Entertainment Academy
o
Fixed terrain chunk generation bugs
o

Single player, third person puzzle game with emergent gameplay implemented in

Oct 2016 Dec 2016: Unannounced Project: Programmer (Team of 5)


o
Port of AAA game

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