SHANE SMIT
GAME PROGRAMMER

Game, engine and tools; jack of all trades, master of some: Artificial intelligence, spatial partitioning, networking, and visual game logic tools. Emphasis on code design and structure. Video game enthusiast with gameplay design experience and teaching experience.

Email: Shane@DigitalLoom.org
View Shane Smit's LinkedIn profilehttp://www.LinkedIn.com/in/shanesmit

Experience:

MX
Mobile Engineer
Lehi, Utah
1/15 - present
  • Added support for Windows Phone platform on Cocos2d engine. (C++/CX)
  • Implemented video processing for remote deposit capture. (OpenCV)
  • Implemented visual scripting system for automed testing. (C++, Javascript & Ruby)
University of Utah: Entertainment Arts & Engineering
Game Engineering Instructor
Salt Lake City, Utah
9/10 - present
  • Teach language concepts including memory management, cache coherency, data-driven design, and when to (not) use RTTI, exception handling, virtual functions, and templates.
  • Teach game structures and architecture. Separation between game and engine. Modularity of major systems.
  • Teach about specific systems including collision, physics, input, audio, game object manager, networking, animation, etc.
  • Teach artificial intelligence concepts such as steering, pathfinding, state machines, behavior trees, genetic algorithms and neural networks.
RED Interactive Agency
Game Programmer & Designer
Salt Lake City, Utah
6/11 - 11/14
  • High-concept design & prototyping on many mobile games and web-based games.
  • Game implementation in AIR and Unity3D.
  • Networking client and server implementation (Python, PHP, Javascript).
  • Social media and game services integration.
PBR: Raging Bulls (iPhone/iPad, Android)
Frontier Heroes (iPhone/iPad, Android/Kindle)
Duck Dynasty: Battle of the Beards (iPhone/iPad, Android/Kindle)
Pet Peaves: Monsters (iPhone/iPad)
Cars Land (Web)
Cars Land Racers (Web)
Battleship: The Game () (Facebook)
Mickey's Trick-or-Treat (Facebook)
Avalanche Software / Disney Interactive Studios
Senior Programmer
Salt Lake City, Utah
6/06 - 6/11
  • Engine team lead, Wii.
  • Engine support team lead.
  • Audio programming, game and engine (FMOD).
  • Ported foundation technology to create initial engine and tools pipeline for the Nintendo DS.
  • Implemented tool for game designers using visual state machines with run-time connectivity.
  • Implemented tool for programmers for run-time variable reporting, modification, and charting.
  • Advanced use of Wii Remote and Nunchuk for game play.
Cars 2 (Xbox 360, PS3, Wii)
Toy Story 3 (Xbox 360, PS3, Wii)
Ultimate Band (Wii, DS)
The Chronicles of Narnia: Prince Caspian (DS)
Smart Bomb Interactive
Lead PS3/Wii Programmer
Salt Lake City, Utah
7/05 - 6/06
  • Shader based rendering pipeline for PS3
  • Integrated animation package.
  • Cross-platform Input library (PC, PS2, GameCube, Xbox, PSP, Xbox 360, PS3, Wii).
  • Real-time in game debugging system
  • Several procedural effects (Lightning, cloth).
Pac-Man: World Rally (PS2, GameCube, Xbox, PC, PSP)
Snoopy vs. The Red Baron (PS2, Xbox, PC, PSP)
Saffire
AI Programmer
American Fork, Utah
6/03 - 7/05
  • Implemented a real-time remote debugging system, physics for simple objects, a designer created generic state machine with real-time GUI-based debugging, and spatial partitioning using a sphere tree and loose octree.
  • Created a Nintendo DS tech demo with animation blending, 2D bump mapping, in C/C++ and ARM assembly.
  • Developed chess AI using a with and .
Van Helsing (PS2, Xbox)
  • Implemented AI using finite state machines and pattern-based movement.
  • Character-based programming, including: Animations, weapon logic, special effects, and physics.
  • Save game data, US and Japanese memory card TRCs.
  • Pele Futbol Challenge 3D (mobile)
  • Adaptive AI using sequential prediction
  • Supported many handsets using C, C++, Java, and Brew
  • Beyond Games
    Lead AI Programmer
    Salt Lake City, Utah
    7/01 - 1/03
    • Implemented the following AI systems: A* pathfinding, a designer created data driven hierarchical state machine, dynamic spawning, pattern-based movement, and delayed execution.
    • Developed an in-game real time debugging GUI.
    • Maintained internal Linux game ports.
    • Also performed as the network administrator.
    HotWheels: Velocity X (PS2, GameCube, Xbox, PC)
  • Developed autonomous vehicle AI.
  • Doomsday: Rescue [unreleased] (PS2, GameCube, Xbox, PC)
  • Developed several different types of AI including vehicles, civilians, hostile soldiers, and turrets.
  • Spatial partitioning using sphere trees.
  • Caldera Systems, Inc. (aka SCO)
    Software Engineer
    Orem, Utah
    8/99 - 4/01
    WordCruncher (aka Logio)
    Programmer
    Draper, Utah
    9/98 - 8/99

    Please for references or code examples.