Presentation on theme: "Brandon Fogerty’s. About Me My journey as a programmer began when I was 14 years old. I quickly adapt to whatever environment I am submersed into."— Presentation transcript:
About Me My journey as a programmer began when I was 14 years old. I quickly adapt to whatever environment I am submersed into. I have a strong passion for game development!
N-Space Senior Engineer on a 2 engineer team responsible for developing Jaws Ultimate Predator 3DS for the Nintendo 3DS. Wrote all the AI (C++) Also supported Game-play, Rendering, and UI development.
N-Space Currently finishing up development on a game for one of Activision’s major IPs for the iPhone and iPad platform. Using Unity 3D.
Cubic Combat Simulations CryEngine3 Game Programmer
Cubic Responsibilities Core Engine Developments (C++) Rendering and Shader Development New Flownodes for scenario development Multiplayer AI functionality General engine maintenance. Gameplay scripting (C++ / Lua / Flow Graph) Level / Scenario Design (CryEngine Editor) Asset Source Control Management (AlienBrain)
Example CryEngine3 Scenario
Kaneva Massive Multiplayer Online Game Worked for a Massive Multiplayer Online Game company called Kaneva as a Game Tools Engineer.
Projects I worked on at Kaneva Helped Integrate Adobe Flash Technology into Virtual World. User Interface programming. Game-play Scripting Maintaining and fixing bugs in game engine. Maintaining and fixing bugs in game patcher. Maintaining game installer.
Kaneva – Integrated Flash Technology into Virtual World Enabled players to play interactive flash games in our virtual world.
Kaneva – Menu Scripting
Kaneva – Event System Developed a robust event system so that player’s could post events in game and go to their friend’s hangout quickly.
Kaneva – Instant Buy Added the ability to allow player’s to right click other player’s and instantly buy their outfits. Enabled players to select any object in world and instantly buy it.
2 Motorola Internships Developed a 3D avatar manipulation library for Motorola 3D avatar technology. Developed xml based scripting language and parser for Motorola User Interface development. Wrote code in C#, C++, and Java
Motorola Example Work
Visual Face recognition for 3D Avatar Kiosk
Personal Projects I have done my own hobby games and demos for various platforms. Platforms include, PC, iPhone, Playstation, Nintendo DS, Cell Phones, and Gameboy Advance
Sushi Ninja for iPhone
Sushi Ninja Work Lead Programmer / Project Manager Wrote all the Gameplay code using the Unity3D game engine Wrote the foundational Design Documentation Contracted and Managed Artists Benched marked and profiled game on the iPhone.
QoobTris A 3D Tetris game with a twist.
QoobTris Work I wrote more than 80% of the code and architected the engine from scratch. QoobTris utilizes the DirectX 9.0a API Integrated Lua for game play scripting and expoused much of the engine to Lua. Integrated Flash into engine for game menus Developed a HUD scripting system for artists to easily plugin their assets. Uses tinyxml for configuration scripts Developed my own Particle Engine.
SDL_Sprite and SDL_Font Libraries Developed 2 popular C++ libraries for the SDL game engine API. SDL_Sprite enables developers to use animated sprite sheets in their game with only a few lines of code. SDL_Font enables developers to use bitmap fonts in their game with only a few lines of code.
SDL_Sprite and SDL_Font Libraries Demos Ported libraries and demos to the Playstation Portable game console.
Mather – C# Lite-Weight Linear Algebra Library
I developed Mather as an alternative for those who were interested in using vector/matrix calculations in C# without using the heavy weight DirectX api. Mather is an open source freeware library that is portable to Windows Mobile cell phone devices. Mather comes with utility functions that do many useful things such as detecting if a point is within 2 vectors.
Flash / ActionScript Projects I mostly use Flash for prototyping game designs and theories before implementing them in C++. However I have written a couple of games in ActionScript along side several theoretical demos.
Flash AI Node Navigation Graph This demo allows a user to control a bot’s navigation by moving waypoints or nodes around the scene. If the bot gets close to the red marker (the user’s mouse), it will chase it. Otherwise it will go back to its patrolling state. Written in ActionScript 3.0
Flash BreakOut Clone This game is a clone of the retro style BreakOut game. I originally wrote it in C++ using the SDL API. I then ported it to Flash. This game includes powerups such as lasers. Written in ActionScript 2.0
Flash Gozilla Game This is a mini game that I originally wrote for the Gameboy Advance console. I ported it to Flash. The helicopter must charge his gun and destroy Gozilla before he destroys Tokyo! Written in ActionScript 2.0
Flash Dodger Game This is a mini game where the player must dodge the rectangle obstacles and get the blue diamond to advance to the next level. Written in ActionScript 2.0
Various Other Flash Demos I have written various other Flash demos including my own 3D engine and particle system. I have also used other popular ActionScript 3.0 libraries like Sandy 3D and APE. Written in ActionScript 3.0 & 2.0
For Code Samples: QoobTris is Open Source! You can browse the Google SVN project page to get an idea of my coding abilities and style. http://code.google.com/p/qoobtris/sourc e/browse/#svn/trunk/CubeTrisApp http://code.google.com/p/qoobtris/sourc e/browse/#svn/trunk/CubeTrisApp http://www.brandonfogerty.com
About Me - Education 2008 – Graduated with Master degree in Computer Science from Georgia SouthWestern State University. 2007 – Graduated with Bachelor degree in Computer Science from Georgia SouthWestern State University. Cum Laude Honor Graduate. 2003 – Graduated from John S. Davidson Fine Arts Magnet High School. It was elected as one of the top 15 highschools in the USA for academics.