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Senior Technology Engineer
Ion Storm Inc
(Computer Games industry)
2001 — 2003 (2 years)
Developed advanced lighting engine for PC and Xbox platforms, supporting the following: Per-pixel lighting for multiple light types with attenuation, color and alpha settings. Per-pixel fog utilizing scrolling fog maps, and distance attenuation.
Projected textures, dynamic overlapping shadow volumes using vertex shaders for extrusion.
Real time material support for texture effects using bump, normal, specular, emissive, reflection and detail maps.
Wrote BSP / Portal system for culling of shadow volumes, physics checks, and lighting updates
Created in-house development tools for 3DS Max, including the following. Materials plug-in used to view and edit pixel shaders in 3DS Max, and export them to the engine with an identical appearance. Developed a normal map generator plug-in.
Created custom special effects shaders for membrane, night vision, thermal and video distortion effects. Added render-to-texture screen compositing with scaling, scrolling, offsets, and rotations
Senior Technology Engineer
Ion Storm Inc., Austin, TX
(Computer Games industry)
January 2001 — November 2003 (2 years 11 months)
Developed advanced lighting engine for PC and Xbox platforms, supporting the following: Per-pixel lighting for multiple light types with attenuation, color and alpha settings. Per-pixel fog utilizing scrolling fog maps, and distance attenuation.
Projected textures, with texture rotation and scrolling support. Fast, dynamic overlapping shadow volumes using vertex shaders for extrusion.
Real time material support for texture effects using bump, normal, specular, emissive, reflection and detail maps and I Wrote BSP / Portal system for culling of shadow volumes, physics checks, and lighting updates
Created custom special effects shaders for membrane, night vision, thermal and video distortion effects render-to-texture compositing with scaling, scrolling, offsets, and rotations, for post-processing effects like glows and bloom.
Maybe he knows who/what/how to get multiple skins into the AI.