Solution Explorer

main.cpp

programs.cpp

code.cpp

resume.cpp

aboutMe.cpp

#region RESUME

Download Resume

Quinn Hovey

531 W. Deming Place, Chicago IL, 60614 | (203)247-4838

Email: QHovey@gmail.com | Website: QHovey.com

Education

DePaul University,
Chicago IL

B.S Computer Games Development

2005-2009

Related course work: Object Oriented Programming In C++ I/II, Computer Graphics Development I/II, Hardware Shading, Physics Programming, Action Games Programming, AI Programming, Video Game Development Project (Capstone)

 

Digipen Institute of Technology,

Redmond WA

Programming Workshops I/II

2003-2004

Related course work: Programming in C++, Worked with Digipen’s FUN Editor, Developed ASCII PacMan using C++ and Win32 consol.

 

Technical Skills

  • Proficient knowledge in C/C++, object oriented programming
  • Knowledge in C# and Python
  • Extensive debugging skills using Microsoft Visual Studio
  • Experience in Unreal Script and MEL
  • Gameplay, AI, and Graphics programming
  • Strong 3D math skills

Accomplishments

Programming (Course Related)

  • Developed a ray tracing graphics system in C++. Supports reflection rays.
  • Developed a computer graphics rendering system using OpenGL and C++. Shading support includes Faceted, Gauroud, and Phong shading. Texture support includes mip mapping, basic texture maps, box maps, light maps, shadow maps, and reflection maps.
  • Developed a physics system in C++. Handles all collision types of Box vs Sphere vs Plane vs Ray. Implemented rods, joints, and springs.
  • Developed a general memory system to handle memory allocation of various sizes.

Programming (Extracurricular)

  • Developed an AI waypoint system. Uses Maya to visually layout nodes and connections using MEL scripts. Parsing of Maya Ascii file sets up data that gets imported into the game. Uses A* algorithm to calculate shortest path from node to node.
  • Created a point sprite particle system using OpenGL and C++. Created a small GUI to help facilitate the creation of particle emitters due to the large amount of variables associated with it.
  • Competed in DePaul game development contest called Project Nightlight for 3 years. Took 3rd (2006), 2nd (2007), and 2nd (2008).

Game Development in XNA/C#

  • Programmed all game play aspects of a First Person Rail Shooter. Programmed the camera movement, weapon aiming, collision testing, and level loading.
  • Programmed networking support for a 2008 Nightlight project. Networking handled up to 16 players in a two team, control point type game.

Game Development in C++

  • Developed games using C/C++ and OpenGL.
  • Completed a First Person Shooter game that uses the Nintendo Wiimotes to allow the player to dual wield weapons. Lead Programmer, handling AI, core game play ` mechanics (camera controls, aiming, shooting, etc), and systems (code architecture, loading/unloading, level creation tools using Maya). Project development lasted for 20 weeks.

Experience

Intern Programmer, High Voltage Software, Hoffman Estates, IL (summer of 2008)

  • Updated and maintained directory structures for HVS’s Quantum engine
  • Debugged various tool chains and worked closely with build masters to fixed problematic builds
  • Extended error handling and logging to handle new problems such as poorly formatted sound files.

Level Designer, Treasure Trove Inc, New Canaan, CT (June 2005 - January 2006)

  • Level Designer for 2D flash based games Pookman and Zac’s Quest. These games were of the Pacman and Super Mario style genres.
  • Also responsible for QA, reporting all bugs to the lead programmer.

 

 

 

#endregion