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Portable Document Format (.pdf), Microsoft Word Document (.doc), Plain Text (.txt)Nader Akoury
9750 Peace Way #2034
Las Vegas, NV 89147
Las Vegas, NV 89147
http://naderakoury.com/
dojoteef at gmail dot com
dojoteef at gmail dot com
Game Experience
Universe at War: Earth Assault (PC/360) - Petroglyph Games, Inc April 2007 - CurrentProgrammer
Worked on a cross platform engine doing PC and Xbox 360 tasks
- Worked on multiplayer matchmaking code and lobbies
- Worked with artists to implement GUI scenes using a LUA script based GUI system
- Ensured Games for Windows LIVE and Xbox 360 TCR compliance
- Created the installer for the PC SKU and created the Demo for the Xbox 360
- Implemented bug fixes in the engine and game
- Became quite proficient debugging Power PC assembly code
Game Experience
Ghost Recon Advanced Warfighter 2 (PSP) - High Voltage Software, Inc July 2006 - September 2006Engine/Tools Programmer
Worked on a cross platform engine doing PC, PSP, and Xbox tasks
- Integrated a Flash UI middleware product on PC, PSP, and Xbox versions of the engine
- Wrote PSP UI rendering code from scratch
- Hooked the middleware product into the engine's memory management system
- Integrated Flash into the tool chain so that it is automatically stripped and packaged for the engine
- Worked with UI design team to ensure UIs fit within memory and needed features were properly supported
- Worked with artists to implement rendering bug fixes on the PSP and implement new functionality to conform with existing PS2 rendering code
Computer Assisted Storytelling in Video Games - Guildhall@SMU June 2006 - March 2007
Sole Programmer, Master's Thesis
Utilizing AI techniques such as Goal Oriented Action Planning and A*, developed a method for creating stories that change dynamically based on player interaction while still staying true to the designer's story vision
Sole Programmer, Master's Thesis
Utilizing AI techniques such as Goal Oriented Action Planning and A*, developed a method for creating stories that change dynamically based on player interaction while still staying true to the designer's story vision
- Created a symbolic story representation based on the concept of locks and keys
- Formulated story elements as keys with preconditions and resultant outcomes
- Implemented an A* search to satisfy the story goals as set forth by a designer
ndBot for Quake 4 - Guildhall@SMU April 2006 - June 2006
Sole Programmer, Directed Focus Study
Added bot support for Quake 4 multiplayer with awareness of jump-pads, teleporters, and desirable item pickups based on current bot state
Sole Programmer, Directed Focus Study
Added bot support for Quake 4 multiplayer with awareness of jump-pads, teleporters, and desirable item pickups based on current bot state
- Implemented additions to the navigation system for teleporters and jump-pads
- Created a sensory perception system for items currently within the bots' view
- Developed a memory system for player and item locations containing a confidence metric
The Fiona Project - Guildhall@SMU October 2006 - March 2007
AI Programmer
A fifteen person team of artists, level designers, programmers, creating a highly stylized black and white 3rd person mod similar in style to Devil May Cry in the Source Engine
AI Programmer
A fifteen person team of artists, level designers, programmers, creating a highly stylized black and white 3rd person mod similar in style to Devil May Cry in the Source Engine
- Implemented coordinated squad attacks for enemies carrying shotguns, machineguns, and rocketlaunchers
- Developed behaviors for shotgun toting enemies that hound the player and move to cover in order to reload
- Developed behaviors for machine gun enemies that prefer taking pot shots from cover and will move from one cover spot to the next in order to flank enemies
- Produced a riot shield enemy that provides moving cover for shotgun and machine gun enemies
DangerBall '77 - Guildhall@SMU January 2006 - March 2006
Programmer/Team Lead
An eleven person team of artists, level designers, programmers, creating a 3rd person sports mod similar to roller derby for Unreal Tournament 2004
Programmer/Team Lead
An eleven person team of artists, level designers, programmers, creating a 3rd person sports mod similar to roller derby for Unreal Tournament 2004
- Programmed many of the core subsystems such as skating physics and rail grinding
- Organized team to meet milestones set forth by the producer
- Directed artists, level designers, and programmers to produce a singular vision
- Coordinated between other team leads to setup gameplay testing schedule and bug feedback/tracking systems
- Worked on creation and updates of game documentation: Concept Document, Game Design Document, Technical Design Document, Level Design Documents, Art Style Guide, Asset and Development Plan
Lab Rats! - Guildhall@SMU July 2005 - September 2005
Sole Programmer/Creator
A 2D game similar to the classic game The Incredible Machine, utilizing realistic physics in order to solve puzzles
Sole Programmer/Creator
A 2D game similar to the classic game The Incredible Machine, utilizing realistic physics in order to solve puzzles
- Implemented a 2D physics simulation using a particle constraint system which included rotational dynamics
- Created a graphics engine utilizing only Windows API and custom blitting (alpha blending, parallax scrolling)
- Optimized sprite rotations using indexed pre-rotated sprites because hardware acceleration was not desirable
Interpreted Scripting Language - Guildhall@SMU April 2006 - May 2006
Sole Programmer
A state machine based weakly-typed scripting language with string and vector primitives
Sole Programmer
A state machine based weakly-typed scripting language with string and vector primitives
- Wrote a grammar and lexical analzyer for the language
- Implemented a parser to create a syntax tree from the token stream
- Built a compiler to output bytecode from the syntax tree
- Created a virtual machine to run the language
Ludibrium Game Engine - Guildhall@SMU October 2005 - June 2006
Sole Programmer/Creator
3D game engine utilizing DirectX9 and OpenGL
Sole Programmer/Creator
3D game engine utilizing DirectX9 and OpenGL
- Utilizes a uniform way of rendering regardless of underlying API
- Loads BSP: lightmaps, diffuse texture, ray casting, PVS
- Renders large scale terrains using a patch based lod approach
- In-engine terrain editor: variable sized brushes, terrain splatting, quadtree subdivision
- Features: ARB shader language, HLSL, Particle Manager, 3DS Loader, LDM (custom mesh format), skeletal animation
- Implemented and tested a math library which includes vectors, quaternions, matrices, bounding volumes, and intersection tests
Supremacy December 2004 - March 2005
Sole Programmer/Creator
A top-down, point and click strategy mod for Doom 3
Sole Programmer/Creator
A top-down, point and click strategy mod for Doom 3
- Modified the Doom 3 FPS style gameplay to an tactical overhead style gameplay similar to Alien Swarm
- Created point and click system in which the player could issue commands to AI squad mates using menus
Compiler - Purdue University August 2002 - December 2002
Sole Programmer
A compiler written in Java which outputs MIPS assembly for a language combining features from both Pascal and C
Sole Programmer
A compiler written in Java which outputs MIPS assembly for a language combining features from both Pascal and C
- Created a lexical analyzer, abstract syntax tree, and parser for a given grammar
- Developed an intermediate representation tree with associated interpreter
- Wrote an optimizer which utilized peephole optimizations, common subexpression elimination, and smart register allocation
- Built a compiler that output MIPS assembly
Education
Graduate Certificate of Interactive Technology in Digital Game DevelopmentJuly 2005 - March 2007
Guildhall @ Southern Methodist University
Bachelor of Science in Computer Science and Mathematics
August 2000 - December 2004
Purdue University
Skills
Languages - C/C++, Java, Scheme, MIPS assembly, ARB Shader Language, HLSL, Unreal Script, PHP, HTMLSoftware - Visual Studio .NET, Subversion, Alienware, CVS, Adobe Photoshop CS2, Microsoft Office, 3D Studio Max, vi
Platforms - PC, PSP, Xbox, PS2, DirectX, OpenGL, Microsoft Windows, Solaris, Linux, FreeBSD, Cygwin
Physics - Newtonian dyanmics, Runge-Kutta, Implicit/Explicit Euler, Collision detection, Collision response
Artificial Intelligence - A*, Planning, FSM, Game Tree Search, Constraint Satisfaction, Propositional Logic