Resume
Darryl Despie
OBJECTIVEA position in general and preferably physics based programming.
SKILLS AND EXPERIENCE
Languages: C/C++ (4 yrs), Knowledge of: C#, assembly, Python
Applications: Microsoft Visual Studio (4 yrs), Borland Compiler (1 yr), GNU G++ Compiler (1 yr), Microsoft Office (8 yrs)
Gameplay Programming: 2 yrs – Game flow, character skills and abilities, training and tutorials, profiling, focus testing driven gameplay changes, scoring, particle systems and visual feedback
Physics/Mathematics Programming: 4 yrs – convex body collision detection / response, method of separating axis, spring systems, gravity systems, polar and cartesian height maps, contact forces, friction, multiple integrators, quaternions
AI Programming: 1 yr – swarming, personality driven behavior, position-based logic, simple path-finding
Soft Skills: Team management involving leading team meetings and production reports (2 yrs), design documents (1 yr), Power Point presentations (3 yrs)
PROFESSIONAL EXPERIENCE
Video Game Programming Instructor: June 2006- August 2007
Educated high school students in game development design, structure, and programming using C++, C#, and the Project FUN API for the DigiPen’s summer workshop program and Urban League online outreach program.
EDUCATION
DigiPen Institute of Technology - Redmond, WA Graduating in April 2008
B.S. Real-Time Interactive Simulation, Mathematics Minor, Physics Minor
• Graduating April 2008
• Dean’s List: Semesters 1st - Present
• Key Project: 3D physics engine for 3D water-themed arena shooter game titled Infectionarium
DIGIPEN PROJECTS
Infectionarium September 2007 – April 2008 (Team of 3), DigiPen Institute of Technology
Physics designer and programmer in C++ for a 3D water-themed arena shooter utilizing spring systems, convex rigid body dynamics, boost python and python scripting. Handled focus testing, art management, project planning and scheduling.
Battle Ball Brawl September 2006 – April 2007 (Team of 4), DigiPen Institute of Technology
Primary physics designer and producer of a small team for a 3D 3rd person small planet platformer/shooter in C++. Contributions covered all physical dynamics from platforming to collisions and forces as well as special effects and particle systems. Set up project planning and managed team sessions.
Spring-Based Rope Simulation November 2006 – December 2006, DigiPen Institute of Technology
Sole creator of a sandbox simulation of ropes using spring systems supporting arbitrary length spring systems for 2D ropes with constrainable points and weighted ends. Built using multiple integrators that can be swapped on the fly.
DigiBoy October 2006 – December 2006, DigiPen Institute of Technology
Sole programmer for a Game Boy Color and later Game Boy Advanced game designed to express familiarity with the assembly language used for the platforms.
Tunnel Hunt September 2005 – April 2006 (Team of 4), DigiPen Institute of Technology
Primary physics designer and producer of a small team for a 2D platformer game. Constructed tile based collision detection and ballistic motion while also aiding in debugging of existing systems. Handled team management and project pacing.
