Jasen Moloy

Jasen Moloy

Interactive Entertainment Engineer

jasen@jasenmoloy.com

 

Work History

  Mass Media / THQ     Associate Programmer     2008 — Present

Skills Acquired

Moorpark, CA

   Recreated the in-house particle editor tool for our artists as well as the pipeline and unit test on the programming side.

   Updated, redesigned, and implemented the particle system into the demo.

   Was in charge of researching and implementing the update management and AI for flock behaving creatures.

  Communication with artists and leads regarding significant assignments

  Creating a pipeline for key assets

  Knowledge of the game-implementing workflow

  Happy Camper Studios     Software Engineer Intern     2008

Skills Acquired

Phoenix, AZ

   Produced unit, integration, and functional tests for each application.

   Created In-house tools and commercial GUI applications for customers using Ruby while running off of Java.

   Spoke with clients to discuss progress and design decisions.

  Advanced OOP Design

  Test-Driven/Behavior-Driven Development

  Dynamic Typed Language Experience

 

Group Projects

Project Argus     Lead Programmer     2007

Project Argus is a modification of the Roboblitz engine which is a heavily modified version of the Unreal 3 engine. The main focus of the project was to experiment with the new Unreal 3 engine´s technologies and create a post-apocalyptic world along the way.

    Responsible in implementing graphic and animation pipeline for the team. Worked with animators and modelers using 3D Studio Max.

    Responsible in establishing a code framework.

    Managing and coordinating programmers on team.

Butterfly Jutsu     Scripter     2007

Butterfly Jutsu is a 2D RPG game using Torque Game Builder. The goal was to create a top-down RPG set in a world of Japanese Ninjutsu. The player would engage in real time combat and perform special attacks using certain key combinations in order to destroy enemy ninjas.

    Worked with artists in implementing cell-based animations and assets.

    Utilized multi-layered sprites in order to create the appearance of depth. This was also used for collision.

    Developed player´s input logic and wired in enemy AI.

Goldeneye 2006     Programmer / Scripter     2006

Goldeneye 2006 is a 3D total conversion modification using the Hammer engine. The idea behind the project was to remake the classic Goldeneye 64 game using new graphics, AI, and the physics technology that was used in Half Life 2 and also to add in scenes from the film.

    Recreated the chemical room scene from the film using scripted scenes and audio clips.

    Mimicked the original game´s AI patterns and movements.

    Created the main menu screens as well as the introduction video.

 

Skills

Engineering

Design

Art

   C++ / Managed

   C#

   Ruby

   C++ STL / .NET

   C# .NET

   Unreal 3 Engine

   Hammer Engine

   Actionscript

   XNA 2.0

   DirectX 9

   SQL

   2D/3D Vector Math

  Game-based unit testing

  Object oriented design patterns

  Behavior Driven Design

  Test Driven Development

  Game documentation

  Software documentation

  Certificate of training

o Photoshop

o Illustrator

  3D modeling / texturing concepts

  Flash

  Dreamweaver

 

Education

Profile

University of Advancing TechnologyTempe, AZ

  Avid gamer of all platforms and genres

  Quick learner and self-starter

  Motivated by teamwork

  Visually and mentally perceptive

  Skills in management and coordination

  Fluent in Spanish

  Member of the IGDA

Years Attended: 2005 — 2008

Degree: B.S. in Software Engineering

Major: Game Programming