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.

View Shane Smit's LinkedIn profile


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)
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)
    Draper, Utah
    9/98 - 8/99

    Please for references or code examples.