Dylan Blair
dblair@gmail.com
237 F St
Redwood City, CA, 94063
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Education
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University of Texas at Austin,
B.S. Computer Science, 2001
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Skills
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Primary Programming Languages:
C/C++, C#, Python
Middleware
/ SDKs: Havok,
P4 API, AI.implant,
Gamebryo,
OGRE, Xbox 360 SDK, PS3 SDK
Graphical / Web Publishing Applications: Maya, 3ds Max, Photoshop,
Illustrator, Flash
Other: Rock guitar
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Noncommercial Game Development
Projects
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Creator and maintainer of OpenSkyNet,
http://openskynet.sourceforge.net/,
open source artificial intelligence libraries for game developers. The
current offerings are:
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A pathfinding class that implements
target seeking with obstacle avoidance in 3D space. Obstacles are
hashed to bins representing divisions of the viewing frustum. Graph
algorithms such as A* then return a path avoiding these occupied bins.
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A finite state machine class
that uses knowledge base premises and boolean logic for state transitions.
A visual authoring tool written in C# scripts C++ code for the FSM
classes
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Co-authored Enter
the Cube, an entry in the 2004 Independent Games Festival.
Some of the features I designed and implemented include:
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Steering behavior controllers
for enemy ships with the capability to seek, flee, pursue, follow
predefined paths, and avoid obstacles
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A robust camera class capable
of following any object onscreen in multiple perspectives, along with
effects such as the matrix shot, pans, rolls, etc.
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Particle effects, ship design
and artwork, plus the patch system
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Employment
May
'05 - Present |
Electronic
Arts, Redwood City, CA
Software Engineer - I have worked on a variety of projects over my first
year and a half of employment at EA, including:
- Implementing runtime, GUI,
and pipeline features, and developing benchmark tests for an audio event
system based upon Pure Data (Pd) and Max. The runtime worked on Xbox
360 and PS3
- Implementing new features
and test suites for a Game Content Management System (GCMS) that used
Oracle to store game data and Perforce for revisioning meta-data. This
was a heavyweight C# API designed to, among other things, ease the management
of artistic content across level building, localization, and audio designer
tools
- Helping design and implement
a GUI for a localization tool built upon GCMS
- Implementing features in an
audio management tool built upon GCMS. The tool stored sound files,
along with script, voice actor, and composer information
- Implementing new features
and test suites for a configuration management application to reduce
artist and engineer tool installation and code sync times
- Supporting and bugfixing C#/C++
level building tools for Medal of Honor : Airborne
- Bugfixing Tiger Woods 06
course rendering issues on the Xbox 360
- Customizing the Tiger Woods
06/07 Maya course exporter to work w/ new art pipelines
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Jan
'04 - Dec '04
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Sojourn
Development, San Diego, CA
Programmer - During my first 4 months, I co-developed a server used to
update all non-player controlled characters in an unreleased MMORPG. The
first task was to interpret and dispatch incoming packets sent by clients
on our networking layer to all the different server-side game objects
affected. This data included all manner of state changes for avatars,
positional information, inventory changes, etc. I was responsible for
integrating AI.implant, an AI middleware product, into this system.
Afterward, I handled modifications of our Havok physics integration, including
fixing problems with our ragdoll simulations and vehicle physics.
My tasks near the end of 2004 involved redesigning aspects of the base
object hierarchy to use appropriate design patterns for future expandability
and efficiency reasons, such as scene graph optimization. I also scripted
game logic using Python, worked on the GUI, implemented chatting features,
worked on the inventory system, and plugged up other holes as they arose.
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Nov
'02 - Aug '03
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Gallery
106, Austin, TX
Web Developer / Graphic Designer
http://medaid.org/www/art/cuba_art.htm
http://www.dylanblair.name/portfolio.htm
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Sep
'01 - Aug '03
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ITS
Training Dept. at the University of Texas, Austin
Training Assistant - Assist instructors in teaching IT courses on a variety
of software, including MS Office, SPSS, Macromedia and Adobe applications.
Help develop teaching materials and perform website maintenance
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Jan
'01 - Sep '01
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SMF
computer lab at the University of Texas, Austin
Proctor / Help Desk - First level of tech support
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Summers
'99 and '00
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Motorola,
Seguin, TX
Production operator for Apple and Automotive Telematics lines / GPS tester
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| References available
upon request |