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									| Video game programmer with over five years of game development experience, 
										looking for a programming position to make high-quality games for a 
										cutting-edge company |  | 
				
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									| Mar 2003 - Current | President | Works In Theory | Bellevue, WA |  
									| Started up and manage an independent game development studio, working on every 
										aspect of development including design, programming, art, and sound. Lab Rat Race is the most recent title 
										developed and published by Works In Theory.
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									| Nov 2000 - Jan 2001 | SDET-1 | Volt-Microsoft | Redmond, WA |  
									| Worked within a large, rapidly changing code base, adding and debugging C/C++ 
										code to add functionality in test applications for Xbox peripherals such as 
										memory units, controllers, and headsets |  
									| May 1999 - Aug 1999 | Intern | FMC (Phosphorus Plant) | Pocatello, ID |  
									| Used LightWave 3D to create a simulation of an operating furnace used in a 
										successful proposal for a multi-million dollar project |  | 
				
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									| 1999 - 2002 | DigiPen Institute of Technology | Redmond, WA |  
									| Bachelors Degree: Real Time Interactive Simulation 
 * Worked in teams to develop 6 games from inception through final playable
 * Managed a code base consisting of many thousands of lines of code that was 
										constantly being modified by multiple team members
 * Created physics engines capable of networked 3D movement, collision detection 
										and collision response
 * Implemented 3D graphic techniques such as quaternions, 3D-2D projection, 
										clipping, culling, perspective corrected texture mapping, lighting, BSP trees, 
										octrees, ray casting, reflection, refraction, opacity, and shadows
 * A.I. programming with state machines, fuzzy logic, genetic algorithms, neural 
										networks, and various forms of path finding such as A*
 * TCP/IP networking, including game synchronization
 * Project design, organization, and timeline planning to make sure that 
										everything important gets done, on time, and on budget
 
 School Projects
 Crazy Cross, 
										an IGF Student Showcase 
										Finalist (2002)
 Responsible for physics engine with collision detection, 3ds model integration 
										using a custom built editing tool, as well as character and camera control.
 Nullspace
 Implemented 3D networked physics simulation, including collision detection and 
										resolution of objects with both angular and linear accelerations taking into 
										account properties such as mass and center of gravity
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									| 1995 - 1998 | University of Idaho | Moscow, ID |  
									| Fine Arts Major with emphasis in 3D computer modeling and animation |  | 
				
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									| C, C++, Assembly (Motorola 68k and Game Boy Color), DirectX, OpenGL, 3ds max, 
										LightWave 3D, Photoshop, MSVC++, Source Safe, HTML, ASP, PHP, SQL, MySQL, 
										Illustrator, Freehand, Director, Flash, FrontPage, Windows, Linux, and Xbox |  | 
				
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									| Video games, sword fighting, volleyball, whitewater rafting, skiing, 
										snowboarding, surfing, rollerblading, reading, drawing, painting, movies, 
										role-playing, and board games |  |