“I’ve had the opportunity of working with Gab over the course of our Junior year game project. During this time, he was our team’s Technical Director. He was always available to discuss anything from systems architecture to debugging. Gab and I also pair programmed our project’s graphics engine utilizing DirectX 11. By the time I moved to graphics, he had already gotten the base framework up and running. He also developed the mesh deformation system that our project had as one of its core pillars. He more recently expanded that system using compute shaders. Gab is a fast learner and has a wide range of skills and knowledge. He is an agile and precise programmer. He believes in implementing modular feature complete solutions quickly that are often easily modifiable. He has a desire to learn about all systems without being overbearing. He’s great in both solo and partnered work. ”
About
Activity
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Maria Bourg has been doing one hell of a job producing all of us and I couldn't have asked for a better team for my last student project! #gamedev…
Maria Bourg has been doing one hell of a job producing all of us and I couldn't have asked for a better team for my last student project! #gamedev…
Liked by Sapphira Riza
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Why yes, yes we did. Welcome to Bellevue, fam! >8) https://lnkd.in/gpkSnB6
Why yes, yes we did. Welcome to Bellevue, fam! >8) https://lnkd.in/gpkSnB6
Liked by Sapphira Riza
Experience & Education
Projects
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Six Days in Fallujah
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Six Days in Fallujah was a challenging technical project to work on, and required a lot of collaboration between disciplines to develop such an ambitious project, especially given the relatively small team size. As the project evolved, so did my skills and interests, and eventually I solidified myself working on programming artists tools for procedural generation, and developing the sophisticated lighting systems required to achieve the project's high fidelity goals. From [redacted but…
Six Days in Fallujah was a challenging technical project to work on, and required a lot of collaboration between disciplines to develop such an ambitious project, especially given the relatively small team size. As the project evolved, so did my skills and interests, and eventually I solidified myself working on programming artists tools for procedural generation, and developing the sophisticated lighting systems required to achieve the project's high fidelity goals. From [redacted but seemingly uncomplicated problem] to reinterpreting and recoding how an entire term in the lighting formula is applied.
https://www.sixdays.com/news/introducing-procedural-architecture
https://www.sixdays.com/news/sitrep-global-dynamic-lighting -
Vector Field Terrain Editor
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• Rendering of vector field terrain with texture-encoded vertex offsets
• Modifying terrain geometry at runtime with brush tool
• Tri-planar texture mapping and normal mapping
• Spatial partitioning with terrain cells
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Suara
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Graphics Programmer / Technical Director
Fast-paced action roguelike featuring dynamic interaction between gameplay and audio
• Showcased at PAX West 2017
• Developed fluid-like mesh deformation on GPU with HLSL 5 Compute Shaders
• Programmed DirectX 11 framework to accommodate quick iteration of graphics features
• Supervised teammates’ implementation of the core engine systems and engine integration
• Designed and maintained Git / SVN repository for code and binary assets…Graphics Programmer / Technical Director
Fast-paced action roguelike featuring dynamic interaction between gameplay and audio
• Showcased at PAX West 2017
• Developed fluid-like mesh deformation on GPU with HLSL 5 Compute Shaders
• Programmed DirectX 11 framework to accommodate quick iteration of graphics features
• Supervised teammates’ implementation of the core engine systems and engine integration
• Designed and maintained Git / SVN repository for code and binary assets respectively
• Designed Visual Studio 2015 build configuration to isolate each core game systemOther creators -
Swapgoats
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Competitive multiplayer game where players teleport their opponents into hazardous situations
• Created delegate-based messaging system to provide designers with familiar workflow
• Architected and implemented component-based core engine
• Improved player experience by implementing score feedback effects
• Created reflection-based serialization system to support data-driven designOther creators -
Other Projects
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Bubs! – Showcased at PAX Prime 2015 – Gameplay programming – 3 Developers
Void Rogue – 1st in Game Jolt’s Chaos Competition – Gameplay in C#/XNA – Solo Project
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