Shane Smit

Email: CodeWeaver@DigitalLoom.org

Objective: To work for a company that puts an emphasis on quality and fun in their games. To be challenged by using my creativity, coding skills, and design skills. Also, to expand my knowledge and experience in general.

Skills:

Experience:
RED Interactive Agency
Game Programmer & Designer
Salt Lake City, Utah
6/11 - present
  • High-concept design & prototyping on several web-based and mobile games.

  • Avalanche Software / Disney Interactive Studios
    Senior Programmer
    Salt Lake City, Utah
    6/06 - 6/11
  • Ported foundation technology to create initial engine and tools pipeline for the NDS.
  • 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.
  • Engine team lead, Wii.
  • Engine support team lead.
    The Chronicles of Narnia: Prince Caspian (NDS)
    Ultimate Band (Wii, NDS)
    Toy Story 3 (XBox360, PS3, Wii)
    Cars 2 (XBox360, PS3, Wii)
  • Smart Bomb Interactive
    Head PS3/Revolution Programmer
    Salt Lake City, Utah
    7/05 - 6/06
  • Shader based rendering pipeline for PS3
  • Integrated animation package.
  • Cross-platform Input library (Win32, PS2, GCN, XBox, PSP, XBox360, PS3, Revolution).
  • Real-time in game debugging system
  • Several procedural effects (Lightning, cloth).
    Pac-Man: World Rally (PS2, GCN, XBox, Win32, PSP)
    Snoopy vs. The Red Baron (PS2, XBox, Win32, 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, GCN, XBox, Win32)
  • Developed autonomous vehicle AI.
  • Doomsday: Rescue' (PS2, GCN, XBox, Win32) (Unreleased)
  • 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
    Maintained many installation packages (RPM). Maintenance required knowledge of many programming languages, shell scripting, RPM packaging, and a deep understanding of Linux in general. Other responsibilities included games, 3D acceleration, multi-head configurations, a version control system, IA64, Samba, CDSA, and distributed management.

    WordCruncher (aka Logio)
    Programmer
    Draper, Utah
    9/98 - 8/99
    Developed the entire UI for an internet search engine, and a web page harvester. My reponsibilities required use of C, C++, Perl, HTML, and Linux.

    Please for references or code examples.