Michael Ey
230 River Meadow Dr.Rochester NY 14623
585-738-7734
eymike (*at*) gmail dot com
http://eymike.com/
Skills:
Languages: C++(2yrs), C#(3yrs), Java, Actionscript 3, HLSL, GLSL, Renderman
APIs: DirectX 10, XNA, OpenGL, .NET 2.0, Windows Forms, Win32 API, MFC, FBX
Tools and IDEs: Visual Studio, Flash CS3 & CS4, Unity 3D 2.0 & iPhone, Eclipse, Maya, Photoshop, SVN
Employment:
Teaching Assistant - Rochester Institute of Technology
9/2008 - Present
Assisted Professors by answering technical student questions in class and laboratory sections. Course content included introductory Flash programming, introductory C++ programming, and game algorithms.
Unity iPhone Programmer - HoliMoli! Media
5/2009 - 8/2009
Designed the architecture for and wrote implementation for a prototype of an iPhone game codenamed WUV about a monkey looking for love in subatomic space. Prototype was created in Unity iPhone..
Programmer Sterman-Kaiser Imaging Laboratory
6/2006-11/2006, 6/2008-8/2008
Served as sole programmer in the creation of brainwave analyis and feedback applications utilizing an FFT calculation. Worked in Managed C++/.NET 1.1 and C#/.NET 2.0.
Solutions Developer - Thomson-West
3/2007-8/2007
Primary task was updating a legacy legal forms application for Windows Vista compatibility. This included auditing and debugging the project, and adding features for UAC compliance.
Projects
Shelf-Life
Fall 2009-2010
Shelf-Life is a 3D platformer about a ceramic gnome who combats mold formation inside a refrigerator written in C++/DirectX 10. As lead programmer, wrote the majority of the game engine, graphics, AI, content management, and debugger.
Painterly Rendering
Fall/Winter 2009-2010
Adapted a painterly rendering technique developed by Disney Animation for use in real-time applications such as games. Utilizes the DirectX 10 geometry shader to produce this effect entirely on the GPU.
Revenge of the Duzzles
Spring 2008-2009
A 2D top-down shooter about a maid who fights malevolent dust balls written in C++/DirectX 10. As lead programmer, wrote majority of the game engine, graphics, AI, and content management.
Oh No! Banjo
Winter 2008-2009
Managed a team of five to produce a Banjo-Hero style video game. Contributed the majority of code for the software, managed the integration of the content and UI components from other team members, and was primarily responsible for the creation of the Banjo Controller. Game was featured at GDC 2009 and on Boing Boing.
http://www.boingboing.net/2009/03/26/homebrew-banjo-gamec.html.
Education:
Rochester Institute of Technology, NY
Masters of Science in Game Design and Development, 2010
Concentration in Asset Creation
GPA: 4.0
Rochester Institute of Technology, NY
Bachelors of Science in Computer Science, 2008
Minor in Psychology
GPA: 3.207
