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Brian Bennett (813) 760-3700 [email protected] www.bbennettgames.com www.linkedin.com/in/bbennettgames Computer Skills Languages C++, C#, C, Java, ActionScript 3.0, ActionScript 2.0, MySQL IDEs Visual Studio, Eclipse, NetBeans, Flash Develop, Macromedia Flash 8 Game Engines Unreal Engine 4, Unity 3D, Ignite, Frostbite Version Control Perforce Others Box2D, Adobe Flash, Adobe Premiere Experience Madden 17 | Software Engineer Intern at Electronic Arts, Orlando | August 2016 - Present Built features and maintained code for Madden Ultimate Team 17 as part of the continuous development team. o Wrote Technical Design Documents for new features. o Built data driven UI elements to help expedite content creation. o Developed new system that awards players with extra binder space for being in MUT Rewards. o Modified the chemistry system to affect stats that were not previously affected. o Wrote RPC code to allow client to get data from the database located on the server. Child No More | AI and Gameplay Programmer | January 2016 – August 2016 Child No More is a 3D story-driven adventure game developed in UE4 that explores the perspective of a young girl being shaped and molded by her experiences. o Programmed player interactions with enemy AI such as the combat system, trap reactions and sensing. o Created behavior trees for enemies, main protagonist and animals. o Developed multiple enemy AI types that react differently to varied gameplay situations. o Programmed camera system to keep player characters and friendly AI character within screen. BrainMaxx | Gameplay Programmer | January 2016 – April 2016 BrainMaxx is a game designed with the Muse brain wave sensing headband to help the players get into a meditative state and stay there by the use of visual stimulus. o Programmed scoring and reward system that was based on signals received from the headband. o Developed player-control based on signals received from the headband. FIEA Game Engine | Programmer | January 2016 – April 2016 C++ data driven game engine developed within the Florida Interactive Entertainment Academy's programming course. The engine can be used with OpenGL or DirectX. o Developed a dynamic type system that formed the basis for the engine’s scripting language.

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Page 1: Brian Bennett Resume

Brian Bennett(813) 760-3700 [email protected] www.linkedin.com/in/bbennettgames

Computer SkillsLanguages C++, C#, C, Java, ActionScript 3.0, ActionScript 2.0, MySQLIDEs Visual Studio, Eclipse, NetBeans, Flash Develop, Macromedia Flash 8 Game Engines Unreal Engine 4, Unity 3D, Ignite, FrostbiteVersion Control PerforceOthers Box2D, Adobe Flash, Adobe Premiere

ExperienceMadden 17 | Software Engineer Intern at Electronic Arts, Orlando | August 2016 - Present Built features and maintained code for Madden Ultimate Team 17 as part of the continuous development team.

o Wrote Technical Design Documents for new features.o Built data driven UI elements to help expedite content creation.o Developed new system that awards players with extra binder space for being in MUT Rewards.o Modified the chemistry system to affect stats that were not previously affected.o Wrote RPC code to allow client to get data from the database located on the server.

Child No More | AI and Gameplay Programmer | January 2016 – August 2016Child No More is a 3D story-driven adventure game developed in UE4 that explores the perspective of a young girl being shaped and molded by her experiences.

o Programmed player interactions with enemy AI such as the combat system, trap reactions and sensing.o Created behavior trees for enemies, main protagonist and animals.o Developed multiple enemy AI types that react differently to varied gameplay situations.o Programmed camera system to keep player characters and friendly AI character within screen.

BrainMaxx | Gameplay Programmer | January 2016 – April 2016BrainMaxx is a game designed with the Muse brain wave sensing headband to help the players get into a meditative state and stay there by the use of visual stimulus.

o Programmed scoring and reward system that was based on signals received from the headband.o Developed player-control based on signals received from the headband.

FIEA Game Engine | Programmer | January 2016 – April 2016C++ data driven game engine developed within the Florida Interactive Entertainment Academy's programming course. The engine can be used with OpenGL or DirectX.

o Developed a dynamic type system that formed the basis for the engine’s scripting language. o Used a variety of programming patterns such as observer, factory, and chain of responsibility. o Implemented the publisher/subscriber pattern for an asynchronous event system.

Geometry Wars | Tools and AI Programmer | May 2016 Developed using the FIEA Game Engine in C++.

o Created a tool in C# and WPF for editing XML files more easily without worrying about XML syntax.o Developed a Line Drawer as part of the XML editor that outputted necessary XML to draw polygons. o Defined enemy behaviors an enemy spawning system with multiple difficulty settings in XML and C++.

Xbox Porting Project | Programmer | December 2015 Built an Angry Birds clone using C++ and OpenGL for a PC port.

o Used Xbox SDK and DirectX to port the game from Win32 OpenGL to the Xbox.o Programmed sound manager using Fmod for the PC port and the Xbox sound API for the Xbox port.

EducationUniversity of Central Florida | M.S. in Interactive Entertainment | December 2016

o College: Florida Interactive Entertainment Academy – Programming Tracko Worked on multiple interdisciplinary teams consisting of game artists, producers, and engineers

Page 2: Brian Bennett Resume

Brian Bennett(813) 760-3700 [email protected] www.linkedin.com/in/bbennettgames

University of South Florida | B.S. in Computer Engineering | August 2014

o College: Computer Science and Engineering