Dwarf Animation Studio Software Engineer Resume Example

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Dwarf Animation Studio Software Engineer Resume Example (Text version)

Brian Hays

Email address: hello@kickresume.com
Phone number: 555-555-5555

Profile

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.

Education

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.

Projects

3D Engine

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.

Voxel Engine

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.

Ray-tracer

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.

Work experience

09/2014 - 12/2014, Developer, Ministère de l’Intérieur, DRCPN, Paris, France

After intensive Python courses and detailed analysis of the DRCPN infrastructure, I took over project Jasime, an intranet web platform producing real time analytics and predictions graphs about the health of the VMware and DataCore infrastructure. We used Python, Javascript, Bootstrap, Flask, Pysphere, Fabric, Unittest and Coverage among other tools.

Skills

Languages
C
ASM
Bash
C++
GLSL
Java
Python
NodeJS
Javascript
API / Library
OpenGL
Vulkan
Intel SSE / AVX
GLM
GLI
STL
ASSIMP
TensorFlow
MatPlotLib
Rendering methods
Ray-Casting
Rasterisation
Ray-Tracing
Path-Tracing
Distributed Ray-Tracing
Ray-Marching
Photon-Mapping
Cryptography
MD5
SHA
RSA
TOR
Bitcoin
Tools / AWS
Git
CRON
SSH
S3
EC2
Route 53
IDE
IntelliJ IDEA
Sublime Text
Emacs
Operating Systems
Ubuntu
Windows 10
Mac OS X
Languages
English
French
Japanese

Hobbies

Hi-fi Music
Cooperative Video Games
Hardware and Software Technology

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