Resume of Anthony Thibault
E-mail: ajt@hyperlogic.org
Summary
-
Experience with C++, Ruby, Python, Scheme, Max Script, Mel Script.
-
15 years of game engine programming experience in the following areas: gameplay, character animation, physics, collision detection, scripting, menu systems & graphics.
-
Tools and plug-in development for Maya, 3DS Max, Photoshop, Gimp and Inkscape.
-
Working experience with many platforms including: Xbox360, PS3, PS2, PC, iPhone, MacOSX and Linux.
Experience
Crystal Dynamics
October 2009 - Present
Contracted with Crystal Dynamics to implement a node based graphical programming language based on Crytek Flowgraph and Unreal Kismet. Created over one hundred nodes that interfaced with every component of the game engine.
Developed web application to track console crashes and asserts using the Ruby on Rails framework.
hyperlogic.org
November 2008 - Present
Circull (iPhone), in development, a M.C. Escher inspired hyperbolic geometry puzzle game. Created concept, game design, artwork, coding, music and sound effects.
iSausage (iPhone), a joke app featuring soft body deformation.
Released two open source projects:
bbq, a binary data cooker for fast resource loading and
swiftglyph, a tool which generates textures and kerning tables from fonts.
Developed a free indie title for MacOSX,
Rougelet, inspired by Rouge and Gauntlet.
Designed and coded a rapid game prototyping framework, using the Ruby language, modeled after Ruby on Rails and Shoes. It integrated many open source technologies including: OpenGL, OpenAL, SDL, Bullet and FreeType.
Crystal Dynamics
July 2002 - November 2008
Tomb Raider : Underworld (PS3, XBox360, PC) Implemented a node based character animation system which included State Machines & Blend Trees. Implementation and support for multi-core job system used on Xbox360, PS3 & Win32 to distribute tasks to idle CPUs or threads.
Canceled 3rd person action game (Xbox360, PS3, PC). Coded all player systems, including control, animation state machines, IK, weapons & inventory. All systems were accessible to designers and animators in a data-driven way.
Tomb Raider : Legend (PS2, Xbox360, PC). Implemented many of Lara's mechanics including jumps and markup targeting, h-pole, rope and block pushing. Worked on many gameplay sub-systems, including: world markup, rigid-body dynamics, joint constraints, collision detection.
Legacy of Kain : Defiance (PS2, Xbox, PC). Coded many of the object types (breakables, switches, doors etc.) Worked with internal build tools as well as plug-ins for 3DSMax & Maya, including: an XML scene exporter, material plug-in, custom object properties and artist workflow tools. Also, worked on in-game HUD, Status, inventory screens and Front end menu system.
Muse Communications
February 1999 - December 01
Implemented a scene-graph rendering API in OpenGL. Designed and implemented the animation API, which supported blending. Wrote a run-time importer which supported geometry, materials and animations from 3DS files.
Goldtree Enterprises
May 1995 - December 1998
Dead Reckoning (Windows 95/98) Implemented renderer in DirectX, all gameplay code, physics, collision detection and networking.
Cylindrix (MS-DOS) Implemented software 3D renderer, gameplay code, physics, collision detection and menu system.
Education
August 1990 - May 1995
Graduated with a B.S. degree in Computer Science from the University of New Orleans.