Brian Murphy
31 CR 5793 Cell: (315) 794-2070
Farmington, NM 87401 [email protected]
Programming Skills:
Programming Languages: C/C++, C#, Java
Graphical Libraries: DirectX 9/11, XNA Game Studio Express.
Engines: Havok.
Development Software: Visual Studio .NET IDE, Visual Studio IDE, Torsion.
Audio Technologies: XACT, SONAR 8, Audacity.
Graphic Design Technologies: Adobe Photoshop CS5.
Finished Games:
Remote Shepherd - Developed a 3D first-person sniper style prototype that was created over a 22 week period with a team of 5. Remote Shepherd was created in C++ using DirectX 11 and utilizing the Havok enging. Reponsibilities included: linking up our engine to Havok for performing animations and ragdoll physics, implementing various shaders for effects like shadow mapping and tessellation, and general rendering of animated models.
Currently not available for download.
(Finished May 2011)
Polarity – Developed a 3D puzzle platformer game prototype that was created over a period of 10 weeks in a team of 5. Polarity was designed in C++ using DirectX 11. Responsibilities included design and implementation of a 3D GPU particle system and utilizing said system to create a variety of visual effects that were based on variables within the game world itself.
Available for download at Indie Pub Games: http://www.indiepubgames.com/game/Polarity
(Finished November 2010)
Rogue Squirrel Returns – Developed a 2D side scrolling platformer game prototype that was created over a period of 10 weeks in a team of 4. Rogue Squirrel Returns was designed in C++ using DirectX 9. Responsibilities included basic input implementation and the development of a sprite animation system which utilized sprite sheets within a created component based engine design as well as some minor asset creation.
Currently not available for download.
(Finished May 2010)
Project Blob – Developed a 3D puzzle platformer game prototype using semi-realistic physics and utilizing the Xbox 360 controller for over the course of ten weeks in team of seven people. Project Blob was designed in C# using XNA Game Studio Express 2.0. Responsibilities included designing and implementing the generalized world editor along with some teammates, designing and implementing a 3D audio engine using Audio Creation Tool (XACT), creation of all the various sound effects used within the game, and adding in the sound and music into the game through the audio engine.
Currently not available for download.
(Finished May 2008)
Sedohr – Developed a 2D action fighting multi-player game prototype utilizing the Xbox 360 controller for over the course of ten weeks with a team of six people. Sedohr was designed in C# using XNA Game Studio Express 2.0. Responsibilities involved design and creation of particle engine and integration of it into weapons system and level design, creating art assets such as tiles and normal maps, finding and modifying audio and integrating into game, and general debugging and play testing.
Currently not available for download.
(Finished February 2008)
Red Ship Blue Ship – Developed a 2D online team-oriented capture the flag-based sidescroller over the course of a year and a half with a team of four people. Red Ship Blue Ship was designed in C# and DirectX 9.0c. Responsibilities included designing and implementing initial physics engine and game logic, creating/obtaining and adding in audio, and extensive play testing and debugging. Red Ship Blue Ship was submitted to the 2008 Independent Games Festival Student Category.
View IGF submission at: http://www.igf.com/php-bin/entry2008.php?id=344
Available for download at: http://www.cs.rit.edu/~jck1089/redshipblueship/
Work Experience:
Software Engineer - VRSim - Worked on both SimSpray and SimWelder/VRTEX 360 doing various tasks assigned to me to assist in the development of future upgrades/expansions. Responsibilities included: testing, debugging, obtaining and adding in translations for localization, GUI implementation, and various back end logic.
Both projects were developed in C++ with SimSpray utilizing Torsion.
(June 2011- April 2012)
Graduate Assistant - Rochester Institute of Technology - During my first year of graduate studies, I worked part time as a GA. Responsibilities included being a teaching assistant, grader, and tutor with scheduled lab hours.
(September 2009 - May 2010)
Undergraduate Research Assistant – Rochester Institute of Technology – Researched and implemented ways of using C# with XNA, Java, and general game design issues to teach the basics of computer science. Responsibilities include reviewing previous labs to look for potential teaching roadblocks for students and determining how to fix them, rewriting lab write-ups to eliminate ambiguity, fixing some of the potential issue within the labs themselves, and helping to come up with new labs focus around a given topic in computer science. Projects utilized C# with XNA 3.0 or Java.
(May 2009 – August 2009)
Temporary Programmer – Cornell University – Involved reworking of a generalized core engine to be used for a large scale game that includes several mini-games which incorporate various tests for autistic research. Responsibilities included: redoing the particle system by replacing the current particle engine with one I had created before and then modifying and improving on it and later creating an effect editor for it; resolving of any issues that came up during integration of the reworked engine; designing and implementing one of the mini-games that would be used in the overall game; and general code cleanup, testing, and debugging.
(May 2008 – December 2008)
Undergraduate Teaching Assistant – Rochester Institute of Technology – Responsible for supervising and assisting students working on game design and development at undergraduate level. Technologies include Java, C#, and XNA Game Studio Express 2.0. Other responsibilities include making sure students pay attention and work in class, grading student work, and giving general help with student assignments.
(September 2007 – May 2008)
Undergraduate Research Assistant – Rochester Institute of Technology – Researched and implemented ways of using XNA Game Studio Express and general game design issues to teach the basics of computer science. Responsibilities include creating games that utilized Wiimote controllers that incorporated main concepts of computer science and improving an existing code base through iterative enhancement techniques and refactoring code to improve efficiency. Projects utilized C# and XNA Game Studio Express 1.1.
(May 2007 – August 2007)
Project Experience:
Torsion - Implemented GUI functionality and look with use of torque script.
Direct X 11 – Developed a fully functional GPU-based particle system for use in 3D game.
XNA – Designed and implemented various games and tools for PC using XNA 2.0.
XACT – Designed and implemented a sound engine in C# using the XACT libraries for use in a 2D game.
Education:
Bachelors of Science in Computer Science and Engineering
Rochester Institute of Technology
Rochester, NY, May 2009.
Masters of Science in Game Design and Development
Rochester Institute of Technology
Rochester, NY, May 2011
31 CR 5793 Cell: (315) 794-2070
Farmington, NM 87401 [email protected]
Programming Skills:
Programming Languages: C/C++, C#, Java
Graphical Libraries: DirectX 9/11, XNA Game Studio Express.
Engines: Havok.
Development Software: Visual Studio .NET IDE, Visual Studio IDE, Torsion.
Audio Technologies: XACT, SONAR 8, Audacity.
Graphic Design Technologies: Adobe Photoshop CS5.
Finished Games:
Remote Shepherd - Developed a 3D first-person sniper style prototype that was created over a 22 week period with a team of 5. Remote Shepherd was created in C++ using DirectX 11 and utilizing the Havok enging. Reponsibilities included: linking up our engine to Havok for performing animations and ragdoll physics, implementing various shaders for effects like shadow mapping and tessellation, and general rendering of animated models.
Currently not available for download.
(Finished May 2011)
Polarity – Developed a 3D puzzle platformer game prototype that was created over a period of 10 weeks in a team of 5. Polarity was designed in C++ using DirectX 11. Responsibilities included design and implementation of a 3D GPU particle system and utilizing said system to create a variety of visual effects that were based on variables within the game world itself.
Available for download at Indie Pub Games: http://www.indiepubgames.com/game/Polarity
(Finished November 2010)
Rogue Squirrel Returns – Developed a 2D side scrolling platformer game prototype that was created over a period of 10 weeks in a team of 4. Rogue Squirrel Returns was designed in C++ using DirectX 9. Responsibilities included basic input implementation and the development of a sprite animation system which utilized sprite sheets within a created component based engine design as well as some minor asset creation.
Currently not available for download.
(Finished May 2010)
Project Blob – Developed a 3D puzzle platformer game prototype using semi-realistic physics and utilizing the Xbox 360 controller for over the course of ten weeks in team of seven people. Project Blob was designed in C# using XNA Game Studio Express 2.0. Responsibilities included designing and implementing the generalized world editor along with some teammates, designing and implementing a 3D audio engine using Audio Creation Tool (XACT), creation of all the various sound effects used within the game, and adding in the sound and music into the game through the audio engine.
Currently not available for download.
(Finished May 2008)
Sedohr – Developed a 2D action fighting multi-player game prototype utilizing the Xbox 360 controller for over the course of ten weeks with a team of six people. Sedohr was designed in C# using XNA Game Studio Express 2.0. Responsibilities involved design and creation of particle engine and integration of it into weapons system and level design, creating art assets such as tiles and normal maps, finding and modifying audio and integrating into game, and general debugging and play testing.
Currently not available for download.
(Finished February 2008)
Red Ship Blue Ship – Developed a 2D online team-oriented capture the flag-based sidescroller over the course of a year and a half with a team of four people. Red Ship Blue Ship was designed in C# and DirectX 9.0c. Responsibilities included designing and implementing initial physics engine and game logic, creating/obtaining and adding in audio, and extensive play testing and debugging. Red Ship Blue Ship was submitted to the 2008 Independent Games Festival Student Category.
View IGF submission at: http://www.igf.com/php-bin/entry2008.php?id=344
Available for download at: http://www.cs.rit.edu/~jck1089/redshipblueship/
Work Experience:
Software Engineer - VRSim - Worked on both SimSpray and SimWelder/VRTEX 360 doing various tasks assigned to me to assist in the development of future upgrades/expansions. Responsibilities included: testing, debugging, obtaining and adding in translations for localization, GUI implementation, and various back end logic.
Both projects were developed in C++ with SimSpray utilizing Torsion.
(June 2011- April 2012)
Graduate Assistant - Rochester Institute of Technology - During my first year of graduate studies, I worked part time as a GA. Responsibilities included being a teaching assistant, grader, and tutor with scheduled lab hours.
(September 2009 - May 2010)
Undergraduate Research Assistant – Rochester Institute of Technology – Researched and implemented ways of using C# with XNA, Java, and general game design issues to teach the basics of computer science. Responsibilities include reviewing previous labs to look for potential teaching roadblocks for students and determining how to fix them, rewriting lab write-ups to eliminate ambiguity, fixing some of the potential issue within the labs themselves, and helping to come up with new labs focus around a given topic in computer science. Projects utilized C# with XNA 3.0 or Java.
(May 2009 – August 2009)
Temporary Programmer – Cornell University – Involved reworking of a generalized core engine to be used for a large scale game that includes several mini-games which incorporate various tests for autistic research. Responsibilities included: redoing the particle system by replacing the current particle engine with one I had created before and then modifying and improving on it and later creating an effect editor for it; resolving of any issues that came up during integration of the reworked engine; designing and implementing one of the mini-games that would be used in the overall game; and general code cleanup, testing, and debugging.
(May 2008 – December 2008)
Undergraduate Teaching Assistant – Rochester Institute of Technology – Responsible for supervising and assisting students working on game design and development at undergraduate level. Technologies include Java, C#, and XNA Game Studio Express 2.0. Other responsibilities include making sure students pay attention and work in class, grading student work, and giving general help with student assignments.
(September 2007 – May 2008)
Undergraduate Research Assistant – Rochester Institute of Technology – Researched and implemented ways of using XNA Game Studio Express and general game design issues to teach the basics of computer science. Responsibilities include creating games that utilized Wiimote controllers that incorporated main concepts of computer science and improving an existing code base through iterative enhancement techniques and refactoring code to improve efficiency. Projects utilized C# and XNA Game Studio Express 1.1.
(May 2007 – August 2007)
Project Experience:
Torsion - Implemented GUI functionality and look with use of torque script.
Direct X 11 – Developed a fully functional GPU-based particle system for use in 3D game.
XNA – Designed and implemented various games and tools for PC using XNA 2.0.
XACT – Designed and implemented a sound engine in C# using the XACT libraries for use in a 2D game.
Education:
Bachelors of Science in Computer Science and Engineering
Rochester Institute of Technology
Rochester, NY, May 2009.
Masters of Science in Game Design and Development
Rochester Institute of Technology
Rochester, NY, May 2011