Gameplay Programmer / Game Designer Resume Sample

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Jason Richardson
Gameplay Programmer / Game Designer
Combat AI, Animation, Multiplayer, Player Combat/Abilities, Mission Support, Weapons
C++, UnrealScript, id Script, Unreal 3, id Tech 4, Gamebryo
Role Playing Games, Shooters / Action, MMORPG ♦ PC, Xbox 360
EMPLOYMENT HISTORY:
Gameplay Programmer / Designer, Human Head Studios, Madison, WI
Aug. 2010 - Present
Human Head is a multi-platform game developer known for their third-person brawler Rune and first-person shooter Prey franchise.
BioShock Infinite (FPS, Xbox 360/PS3/PC):
(Contract AI Programmer on site in Quincy, MA)
Designing and implementing: boss battle, enemy AI types.
Debugging AI behaviors, pathfinding, perception, etc.
Rune 2 & Unannounced Mobile Title (Melee brawlers):
(Prototyping Lead / Combat Designer / Gameplay Programmer)
Spearheaded prototype development (in UDK / Unreal 3) and melee combat design.
Implemented multiplayer melee combat.
Worked closely with animators to implement realistic melee combat (including motion-capture choreography).
Prey 2 (FPS, Xbox 360/PS3):
(Senior Gameplay Programmer / Combat Designer)
As principal combat AI developer designed and implemented: all enemy types, squad behavior with formation cover
usage, dynamic wave combat, police / security system, chase / bounty system, boss battles.
Worked closely with animators to implement realistic AI behavior (including motion-capture choreography).
Worked closely with scripter’s to support mission combat.
Implemented player scanner and DNA tracker gadgets.
Gameplay Programmer / Designer, Army Game Studio, Redstone Arsenal, AL
Apr. 2004 – Aug. 2010
The Army Game Studio is the PC game development studio for the U.S. Army.
America’s Army 2 & 3 (FPS, PC):
Programmed: multiplayer combat, weapons, etc.
Designed: player progression, weapons, and game types.
Worked on and optimized multiplayer systems using Unreal Engine 3’s server-authoritative network architecture.
Directed programmers in Redstone Arsenal and coordinated between development offices.
Client Programmer, Mutable Realms, Huntsville, AL
Dec 2001 – Jan 2003
Mutable Realms was an independent MMORPG developer. This studio is closed.
Wish (MMORPG, PC): See
Development used the Gamebryo engine.
Client / server gameplay, animation, UI & HUD, SpeedTree, real-time CLOD terrain.
ENTREPRENEURIAL WORK WHILE EARNING BSCS DEGREE:
Programmer / Game Designer, Alien-Logic, Huntsville, AL
April 1999 – Nov 2001
Co-founded this startup PC game developer which went out of business.
Survivor of the Ages (RPG, PC): See
Development used the Genesis3D engine.
AI, melee combat, spells & abilities, quests, dialog, character advancement, etc.
EDUCATION:
B.S. Computer Science w/ Math minor, University of Alabama in Huntsville
2001

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