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Nader Akoury

9750 Peace Way #2034
Las Vegas, NV 89147
http://naderakoury.com/
dojoteef at gmail dot com

Game Experience

Universe at War: Earth Assault (PC/360) - Petroglyph Games, Inc April 2007 - Current
Programmer
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 2006
Engine/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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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 Development
July 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, HTML
Software - 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

Website © Nader Akoury 2005–2007.

Last modified December 23, 2006