Anthony J. Thibault

ajt@hyperlogic.org

Summary

  1. Senior software engineer with 10+ years of experience in all areas of AAA game technology
  2. Shipped eight titles on most major platforms.
  3. Tools and plug-in development for most major 3D modeling packages
  4. Active indie developer
  5. Experience with mentoring junior programmers
  6. Works closely with game designers and artists to maximize productivity

 

Skills

 

  1. Proficient in C, C++, Objective-C, Lua, Ruby, Python, Max Script and Mel Script
  2. Platform experience with Xbox 360, PS3, PC, PS2, Mac OS X, iOS
  3. 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.

 

  1. Optimized character animation system by refactoring code to utilize multicore resources
  2. 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.

  1. Created concept and game design
  2. Programmed engine, gameplay logic and tools, including an SVG exporter
  3. Authored all artwork, music and sound effects

 

Released several open source projects used in development of Circull including:

 

  1. abaci, C++ vector math library
  2. bbq, binary data cooker and resource loader
  3. swiftglyph, command line tool for generating textures and kerning data for font rendering

 

Active in independent developer community.

 

  1. Developed Batcave, an free game for Ludum Dare 19, a 48 hour game competition  
  2. Placed eleventh out of 142 entries, won medal for most innovative game
  3. 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.

 

  1. Designed and implemented a node based graphical programming system based on Crytek flow-graph and Unreal Kismet.  
  2. Created over one hundred nodes that interfaced with every component of the game engine.  
  3. Collected feedback from designers and artists to improve usability.
  4. 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.

 

  1. Coded player systems for several games, including control and animation of Lara Croft.
  2. Implemented node based character animation system.
  3. Worked on multi-core job system used to distribute computation tasks to idle CPUs or threads.
  4. Integrated an internally developed physics and collision detection system into the Tomb Raider engine.
  5. Collaborated with artists to create workflow and export plug-ins for Max and Maya
  6. 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.

 

  1. Wrote a scene-graph API used for rendering, sound and simulation.
  2. 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.