Dwarf Animation Studio Software Engineer Resume Example (Text version)
Email address: email@example.com
Phone number: 555-555-5555
I am passionate about programming, VFX, and CGI animation. During my studies at École 42, I had the opportunity to work on various graphics projects. I am eager to apply my knowledge in a professional environment and learn as much as possible about 3D technologies.
11/2013 - present, Computer science, 42, Paris, France
42 is a private, nonprofit and tuition-free computer programming school with modern ways to teach which include peer-to-peer pedagogy and project-based learning. During those years, I decided to specialize in Graphics (14 projects) and Algorithmic (11 projects). Studying at 42 taught me how to learn efficiently, how to work in team and how to conduct programming projects from the beginning to the end.
Most of my 3D projects are based on my ever evolving 3D engine developed in C++. Today I am using an OpenGL 4.1 pipeline, GLFW for windows and key inputs, GLM for matrix computing, stb_image for loading textures, ASSIMP to load object file, my own animation engine and my own GLSL shaders and loader.
A Multi-threaded OpenGL / OpenCL / C++ project using procedural generation to create a huge voxel based interactive world with multiple biome. It's using an efficient memory system where each vertex only use 4 GLfloat to store texture ID, UV, Normal and Position without precision loss. It also implements many optimisation techniques, like frustum culling, object culling, greedy meshing and texture mipmaping.
Water Flow Simulation
An height map based fluid simulation written in C++. The water flowing algorithm is working by adding layer that spread with different speed and force depending of multiple factors. Light, transparency and reflexion are shaders written in GLSL.
Rubik Cube Solver
An algorithmic project that an optimal solution for any configuration of the RubikCube implementing Thistlethwaite's algorithm, written in RUST and C++. All animations are time bound and tick based running in my own animation engine.
Multi-threaded ray-tracer written in C, without any library for learning purpose. It features, reflection, refraction, shadows, Blinn Phong lighting, multi point light, a texture generator and an interactive camera mode to create short animations.
All my graphical projects
Particle System, Gomoku interactive board, ray-marching experiences, light spot and shadow, matrix stack animation and more.
09/2014 - 12/2014, Developer, Ministère de l’Intérieur, DRCPN, Paris, France
API / Library
Intel SSE / AVX
Tools / AWS
Mac OS X
Cooperative Video Games
Hardware and Software Technology