This résumé briefly covers my experience with game development, education, and prior work experience. I’ve removed my exact address and phone number from this page for privacy reasons, but interested companies may contact me to receive the full version.
Visit my portfolio for example applications and demos.
Dwight House
Game Programmer
Haughton, LA 71037
dwighthouse@gmail.com
dwightdesign.com
Education
M.S. in Computer Science
July 2010
| School | DigiPen Institute of Technology |
| Thesis | Non-Photorealistic Real-Time Edge Rendering using Non-Duplicate Parallel Detection and Capping (OpenCL-based 3D Edge Detection) |
B.S. in Computer Science
May 2007
| School | Louisiana State University in Shreveport |
| Minor | Fine Arts |
Skills
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Languages
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Graphics
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Software
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Work/Project Experience
User Defined Operational Picture (UDOP) UI Researcher
Supported by the Cyber Innovation Center, Sierra Nevada Corporation, and LSUS Animation and Visual Effects Program. (Current position, since November 2010)
- Researched use cases and recommended UI concepts for UDOP implementation
- Created multiple Flex prototype interface widgets of the UDOP UI
Ronin Duck (3D Action/Adventure)
Second year DigiPen game built from scratch using C++ and DirectX.
- Designed and programmed sound manager, creating a clean interface to FMOD
- Created C++ delegate system to connect menu items to relevant functions
- Implemented the arc-length table for the line-drawing mechanic
- Managed team documents including the waterfall schedule and weekly update reports
- Built website to advertise the game (roninduck.dwighthouse.com)
Super Non-Infringement Bros. (2D Platformer)
First year DigiPen game built using XNA Game Studio.
- Built visual level editor that exports levels to XML
- Designed and programmed the game logic/architecture
- Implemented collision detection
- Implemented controls
- Created all art assets
- Wrote team documents including the Game Design and Technical Design Documents
DigiPen Projects
For DigiPen class projects and thesis studies, individual applications and demos were built.
- C++/WinAPI ray tracer
- C++ software scan-line renderer with bump mapping
- C++/OpenGL renderer with object occlusion
- C++ rendering engine that uses OpenGL/GLSL and/or OpenCL to generate object-space edges
- Several C++/OpenGL/GLSL shaders focusing on non-photorealistic rendering
- C++/OpenGL bone and path animation engine
- C# curve editor with multiple variations of Bezier, Spline, and B-Spline algorithms
- C-based AI state engine A* path finder
