Benjamin Lewis

1401 Buckingham Dr, Forney, TX 75126
469-261-0650

GAME EXPERIENCE
  Wolfenstein RPG - id Mobile 2007-Present
Programmer
  • Designed and implemented an entirely new scripting language from the lexicon, parser and byte code generation to the runtime, stack-based interpreter. The system was an improvement of over 40% in byte code size from its predecessor.
  • Created a tool chain to export camera paths and key frames from Maya and import them into the game as scripted cinematic events.
  • Re-designed the menu system so that all menus are created at compile-time, compressed, and quickly re-created at runtime. Greatly reduced the code necessary to instantiate individual menus and further reduced the package size of the application.
  • Implemented enemy behavior, general game play features, bug fixes and tool chain maintenance (Java Ant build scripts).
  Orcs and Elves DS - Fountainhead Entertainment 2006-2007
Programmer
  • Implemented the entire touch-screen menu system including a custom blitting toolchain that compressed images into texel runs at compile time. Also featured animations using the Nintendo Nitro APIs.
  • Responsible for adding EA’s localized string compression/drawing.
  • General game play features and bug fixes.
  Orcs and Elves II - Fountainhead Entertainment 2005-Present
Programmer Intern
  • Fixed and tracked bugs on four different versions of the title
  • Responsible for mirroring any code changes between versions
  • Set up build process for the low-end BREW port of the game and fixed initial game loading bugs
  PECKDS - The Guildhall at SMU 2006-Present
Sole Programmer & Game Designer
  • Developed a 3D engine using screen capture registers for dual-screen 3D
  • Created a bitmap tool to export DS-specific 16-bit color format binary files
  • Features touch screen gamplay and stereo sound
  Grimoire - The Guildhall at SMU 2006-Present
Programmer, team of 15
  • Half Life 2 Source project
  • Created a new menu system using the VGUI library
  • Implemented a new HUD system and in-game information elements
  • Worked closely with both level designers and artists in creating the menu
  Ransacked! - The Guildhall at SMU 2005
Programmer, team of 12
  • Unreal Tournament 2003 project
  • Created a crossbow weapon with a unique charging mechanism and custom projectiles
  • Constructed 'Guild Seal' and 'Guild Chest' objects in code for a variation on the capture-the-flag game style
  • Modified the CTF game rules to accomodate the new style of play
  Junk Puncher - The Guildhall at SMU 2006-Present
Sole Programmer
  • 2D game engine
  • Custom blitting with alpha transparency and post processing effects
  • Sprite animation
  • 2D physics system
  Ignavus Scripting Language - The Guildhall at SMU 2006
Sole Programmer
  • Designed a grammar for a simple scripting language
  • Wrote a parser, tokenizer and compiler
  • The compiler was able to print token and line number error details
  • Created a virtual machine in C++ that excecuted the Ignavus byte code and managed memory allocation
  3D Rendering Engine - The Guildhall at SMU 2006
Sole Programmer
  • Developed a dual API (DirectX / OpenGL) 3D rendering engine
  • Height mapped terrain engine with quad tree subdivisions and multiple splat textures.
  • Created a real-time editor to modify the height map and texture splat data.
  • 3Ds Max exporter and custom engine importer that included 3Ds mesh, bones and quaternion interpolated animation systems.
  • FX and assembly OpenGL vertex and pixel shaders for per pixel lighting and bump-mapping.
  • BSP model importer and BSP node collision detection.
  • Customizable particle system.
  • FMod sound library support.
RELATED WORK EXPERIENCE
  Discount Tire Co. / America's Tire Co. 2000 - 2005
Web Designer
  • Created interactive online applications for www.tires.com and associated Discount Tire websites using ActionScript, JavaScript, and Java Struts tags
  United States Military 1994-2003
US Navy(1994 -1999), US Army National Guard(2000-2003)
 
EDUCATION
  The Guildhall at Southern Methodist University 2007
Plano, Texas
  • Professional Certificate in Digital Game Development, Software Development
  • Current GPA: 3.6
University of Advancing Technology 2005
Tempe, Arizona
  • BS, Software Engineering, Cum Laude
COMPUTER SKILLS
 
  • C++, C, C#, Java
  • DirectX 9.0 and OpenGL
  • OpenGL assembly and FX vertex / pixel shaders, HLSL
  • Visual Studio.Net, NetBeans IDE, Eclipse, Photoshop CS, 3Ds Max, WinCVS, TortoiseSVN, UncodeX, Unreal 2004 Editor, MS Office, Word, Excel, Powerpoint
  • 3D Linear Algebra - Matrices, vectors, quaternions, SLERP
  • Hierarchical Animations
  • FMod sound library

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