Anthony J. Thibault
ajt@hyperlogic.org
Summary
- Senior software engineer with 10+ years of experience in all areas of AAA game technology
- Shipped eight titles on most major platforms.
- Tools and plug-in development for most major 3D modeling packages
- Active indie developer
- Experience with mentoring junior programmers
- Works closely with game designers and artists to maximize productivity
Skills
- Proficient in C, C++, Objective-C, Lua, Ruby, Python, Max Script and Mel Script
- Platform experience with Xbox 360, PS3, PC, PS2, Mac OS X, iOS
- Worked directly with the following APIs: Win32, MFC, OpenGL, DirectX, OpenGLES, Cocoa
Experience
Crystal Dynamics | Consultant | Jun. 2010 - Nov. 2010 |
Worked under contract on an upcoming Tomb Raider title.
- Optimized character animation system by refactoring code to utilize multicore resources
- Wrote an interaction system which synchronized animations between playable characters and objects in the world
Tonic Games | Founder | May 2008 - Present |
Shipped Circull for iOS, a M. C. Escher inspired hyperbolic geometry puzzle game.
- Created concept and game design
- Programmed engine, gameplay logic and tools, including an SVG exporter
- Authored all artwork, music and sound effects
Released several open source projects used in development of Circull including:
- abaci, C++ vector math library
- bbq, binary data cooker and resource loader
- swiftglyph, command line tool for generating textures and kerning data for font rendering
Active in independent developer community.
- Developed Batcave, an free game for Ludum Dare 19, a 48 hour game competition
- Placed eleventh out of 142 entries, won medal for most innovative game
- Released a free indie title for MacOSX, Roguelet
Crystal Dynamics | Consultant | Nov. 2009 - Jan. 2010 |
Worked under contract on the green-light demo for an upcoming Tomb Raider title.
- Designed and implemented a node based graphical programming system based on Crytek flow-graph and Unreal Kismet.
- Created over one hundred nodes that interfaced with every component of the game engine.
- Collected feedback from designers and artists to improve usability.
- Improved application stability by creating a web application in Ruby on Rails to log crashes and asserts. This was used daily by production to identify workflow problems.
Crystal Dynamics | Senior Programmer | Jul. 2002 - Nov. 2008 |
Shipped Tomb Raider : Underworld, Tomb Raider : Legend, Legacy of Kain : Defiance and worked on Downfall, a cancelled title.
- Coded player systems for several games, including control and animation of Lara Croft.
- Implemented node based character animation system.
- Worked on multi-core job system used to distribute computation tasks to idle CPUs or threads.
- Integrated an internally developed physics and collision detection system into the Tomb Raider engine.
- Collaborated with artists to create workflow and export plug-ins for Max and Maya
- Implemented many gameplay systems, including: breakables, player markup, jump targeting, rope, push-blocks, switches, doors and pickups.
Muse Communications | Programmer | Feb. 1999 - Dec. 2001 |
Implemented rendering and animation sub-systems for the Muse platform.
- Wrote a scene-graph API used for rendering, sound and simulation.
- Developed a run-time importer for 3DS files, including geometry, materials & animation data.
Goldtree Enterprises | Lead Programmer | May 1995 - Dec. 1998 |
Lead programmer on two shipped PC titles, Dead Reckoning and Cylindrix.
Education
University of New Orleans | | May 1995 |
Graduated with a B.S. degree in Computer Science.