Austin, TX 78723
lukeyes – at – gmail – dot - com
Software Engineer (May 2012 – present)
Vigil Games (division of THQ)
Programmer II (June 2011 – May 2012 )
Griptonite Games (division of Foundation 9 Entertainment)
Programmer/Designer (January 2005 – June 2011)
University of Pittsburgh Medical Center
Web Applications Development Contractor (July 2003-November 2003)
University of Pittsburgh
Bachelors of Science in Computer Science
Graduated December 2004
Pittsburgh Technical Institute
Associates in Specialized Technology
Computer Systems Specialist
Graduated July 2001
They Shall Walk (www.theyshallwalk.org)
Software Engineer (December 2010 – June 2011)
Darksiders 2 (PC, Xbox 360, PS3, Wii U, Summer 2012 release date)
Implemented a variety of gameplay systems including puzzle elements, traversal system, camera systems, etc. Assisted combat designers and level designers with task implementation.
Shinobi (Nintendo 3DS, 2011)
Implemented all minigames and hud elements. Assisted scripters with world object implementation. Worked on multiple engine components including replay system, resource allocation, text rendering, and wireless sharing.
Penguins of Madagascar (Nintendo DS, 2010 )
Supported scripters by implementing code for script commands and object placement. Implemented world objects and puzzle components such as pressure plates, projectile turrets, doors, levers, etc. Implemented character state machines and all character-character and character-world object interactions.
Marvel Super Hero Squad (Nintendo DS, 2010 )
Supported scripters by implementing code for script commands and object placement. Implemented world objects and puzzle components such as laser turrets, force fields, doors, levers, etc.
How to Train Your Dragon (Nintendo DS, 2010)
Co-designed and implemented turn-based battle system. Implemented AI and state machines for dragons. Programmed both single cart and multi-cart wireless play. Debugged and re-implemented bonus minigames.
Assassins Creed: Bloodlines (Sony PSP, 2009)
Implemented world objects and co-implemented player control.
Wolverine Origins (Sony PSP. 2008)
Implement enemy state machine and artificial intelligence. Supported scripters by implementing code for script commands and object placement. Debugged framerate and memory issues.
Spore Creatures (Nintendo DS, 2008)
Built internet wireless component of the studio engine. Implemented menus, programmed combat artificial intelligence module, and programmed the creature sharing component of the game. Co-designed battle component of the game.
Eragon (Nintendo DS, 2006)
Implemented menus, programmed and co-designed artificial intelligence for enemies and bosses. Programmed and co-designed player control. Collaborated with artists and designers on fighting system and game balance.
Over The Hedge: Hammy Goes Nuts (Sony PSP, 2006)
Designed and balanced multiplayer game modes. Created and maintained design documents for multiplayer gameplay. Worked with artists designing multiplayer-only levels. Placed items, obstacles, and powerups using in-house scripting program.
Lego Star Wars II (Nintendo DS, 2006)
Designed and implemented packet communication and management system for local wireless. Fixed bugs for co-op and arena game modes.
Sims 2 (Nintendo DS, 2005)
Programmed wireless trading of songs and paintings. Fixed bugs for local multiplayer card minigame.
Shrek SuperSlam (Nintendo DS, 2005)
Built local wireless component of studio engine. Implemented multiplayer functionality for 3D fighting game. Designed and programmed menu and HUD interfaces.