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Brandon Fogerty’s. Game Development portfolio. 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.
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Brandon Fogerty’s Game Development portfolio
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)
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 – 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.
Kaneva - Patcher • Maintained our mmo’s patcher.
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 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. Otherwiseit will go back to itspatrolling 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 aslasers. 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 popularActionScript 3.0libraries likeSandy 3D andAPE. 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/source/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.