Programming veteran with 25 years of experience. Generalist video game programming including engine and tools. Artificial intelligence, audio, spatial partitioning, networking, and visual logic tools. Emphasis on code design and structure. Video game enthusiast with gameplay design experience and teaching experience.

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Mobile Engineer
Lehi, Utah
1/15 - present
  • UI development using Cocos2d-x game engine. (C++, OpenGL)
  • Added support for Windows Phone platform on Cocos2d engine. (C++/CX)
  • Implemented real-time image processing for remote deposit capture. (OpenCV)
  • Implemented visual scripting system for automed testing. (C++, Javascript, Ruby)
  • Remote data aggregation using the Chromium Embedded Framework. (C++, Javascript)
  • Build pipeline via GitHub and GitLab. (Git, Travis, Rake, Yaml)
  • Practice test-driven development.
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, rendering with DirectX and OpenGL, etc.
  • Teach artificial intelligence concepts such as steering, pathfinding, state machines, behavior trees, genetic algorithms and neural networks.
  • Student project advisement for high-level technology choices including engines, middleware, virtual reality and augmented reality hardware including Occulus Rift, HTC Vive, and Microsoft HoloLens.
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.
  • Synchronous mobile multiplayer communication over Bluetooth and WiFi.
  • Networking client and server implementation (Python, PHP, Javascript).
  • Social media and game services integration.
  • Practice Agile development methodologies.
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)
Disney Interactive Studios / Avalanche Software (now Warner Brothers)
Senior Programmer
Salt Lake City, Utah
6/06 - 6/11
  • Proprietary engine utilizing DirectX, OpenGL, Havok, Bullet, FMOD, Scaleform, Bink Video.
  • 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.
  • Practice Agile development methodologies.
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
  • Proprietary engine utilizing DirectX, OpenGL, Bink Video.
  • 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
  • Proprietary engine utilizing DirectX, OpenGL, XAudio, Bink Video.
  • 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
    • Proprietary engine utilizing DirectX, OpenGL, Bink Video.
    • 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.