
Contact Info:
Will Dull
1100 Castle Wood Terrace Apt 208
Casselberry, FL 32707
Phone: (717) 579-5138
Email: will.dull@gmail.com
Objective:
· To pursue a position as a programmer in a company with an established and stable work environment.
Relevant Assets:
· Working with C/C++ languages and with 8086 Assembly.
· Writes fast, well-constructed, readable code.
· Positive attitude and strong work ethic.
· Experienced with MFC and Maya API/MEL for tools development.
· Familiar with NXN Alienbrain for source control support.
· Knowledge of high-level object oriented design concepts.
· Experienced with VTune to help find performance bottlenecks.
· Familiar with how machine level hardware works.
· Developed natural language applications using Microsoft SAPI and XML.
· Familiar with 3D math such as vectors and matrices.
· Proficient with the Renderware Graphics platform.
· Other skills include: OpenGL, Direct3D, PS2, Visual C++ .net, Excel, Project, Photoshop, HLSL, Rational Rose/UML
Work Experience:
Full Sail – Lab Instructor Math Dept.
· Assisted students with College Algebra, Physics, Calculus and Trigonometry, and Linear Algebra classes.
· Aided instructors with the creation and grading of assignments.
· Helped to strategize new ways to teach labs.
Girls*N Gaming
· Helped jumpstart and run 4 week program to teach game development to 10-15 year old girls.
· Partnership between Orlando Science Center and Full Sail.
· Assisted in the testing and editing of class tutorials.
· Volunteered my time as a Full Sail student.
Education:
· Bachelor of Science Degree in Game Design and Development – Full Sail Real World Education Winter Park, Florida
· Received Advanced Achievement Award.
· Nominated by staff, voted for by students.
· Received Course Directors Award for Excellence in Advanced Tools Programming.
· Received Course Directors Award for Excellence in Ethics and Psychology.
· Maintained a near perfect attendance rating - 99.26%.
Projects:
Colormental
· 3D platformer developed for the FlexArcade arcade machine. Developed with five other team members. Responsibilities included marketing, communicating with asset team, effects system, engine design/development. Built over a five month schedule, including preproduction (two months).
· 2006 Independent Games Festival Student Finalist.
· Technology: C++, OpenGL.
NanoDote
· 3D first person shooter PC game. Developed with six other team members. Responsibilities included communicating with asset team, input (keymapping), 2D/3D sound, sky plane, camera manipulation, and code integration. Built over a three month schedule, including preproduction.
· Technology: C++, C-Scripting with 3D GameStudio (engine), MilkShape.
M-Type
· 2D side scrolling mix between Mario and R-Type. Developed with three other team members over a four week period. Responsible for optimization, an advanced 2D tile engine, tile-based editor, and particle engine.
· Technology: C++, MFC (tile editor), Photoshop, DirectX, DirectShow, DirectInput.
AI Path Planner Application
· MFC application to calculate AI path planning with a gray scale image map representing as terrain which is stored in a tree data structure.
· Technology: Implemented A*, A* Optimized (w/ Hash Table), A* Node Mesh, Best First, Breadth First, and Dijkstra.
Tank
· Used Renderware and implemented 3D math collisions. Responsible for camera systems, ground clamping, terrain following, setup targets, laser sights, explosions, rockets, and collisions on the tank eye.
· Technology: C++, Renderware.
Downloadable Version (Word .doc)