CV

Jonathan Connell
jonathanpconnell@gmail.com
http://fr.linkedin.com/in/jpconnell

Jonathan Connell
C++/C# Programmer

Skills
Programming Languages : C++, C#
Tools : Visual Studio 2008/2010, CodeWarrior, PerForce, SVN, AlienBrain
Plateforms : Playstation Vita, DSi, XNA
Frameworks : OpenGL / GLSL, XNA, Unity3D
Languages : Bilingual English / French


Experience
April – September 2011 : Internship at Neko Entertainment (Montreuil-sous-Bois, Paris)
Port the Playstation 3 title « Puddle » for Playstation Vita (C++)

  • Adapt the graphics code to comply to the Playstation Vita specifications
  • Create batch files to resize and compress textures (Gimp Script-Fu / PowerScript)
  • Modify existing ARM and add functions to make the iPhone version of AngelScript work for the Vita

Localisation of Nintendo DSi games for Japan (C++)

  • Adapt the existing virtual keyboard for Hiragana and Katakana
  • Fix existing bugs and tranlation based bugs
October 2010 – March 2011 : Game project « Heart of Paper » (ENJMIN, Angoulême)
Complete a game pre-production in 6 months with Unity 3D (C#) in a team of nine

  • Gameplay programming on multiple gameplay prototypes
  • Collaborate with another programmer to evaluate and distribute programming tasks
  • Work with the 3D artist to facilitate asset import
  • Extend the Unity3D UI to facilitate the Level Design
July – September 2010 : Research Paper « Semi-Procedural Textures » (ENJMIN, Angoulême)
Research ways of making textures more natural looking, while letting the artist have complete control over the final asset

  • Mix raster textures and procedurally created textures (GLSL)
  • Use multi-texturing, scales and seeds to create a more diverse looking texture
  • Implement a time-based texture evolution system (erosion, etc.)
April – June 2010 : Game Project « Chveuvert » (ENJMIN, Angoulême)
Create a « point and click » game, playable by anyone, in a team of 4

  • Choose the most well-adapted tool for the game’s needs
  • Create a basic 2D framework using XNA
  • Use XML files to describe the game world, objects and interactions
  • Develop and implement a game-specific scripting language, for dialogues, cut-scenes, etc.
April – June 2010 : Game Project «Funky Road to the Death» (ENJMIN, Angoulême)
Create a 2D platformer in a team of 7

  • Integrate the farseer physics engine to my 2D framework
  • Create dynamic level loading to minimize graphic memory usage
  • Create a tool used for sprite creation with multiple animations, exported in XML
  • Choose a level design tool and integrate it into the engine

Education
2009 – 2011 : Master Jeu Vidéo et Médias Interactifs, option Programming at ENJMIN
2008 – 2009 : 1st year Master EAI, option IT at l’Université de Perpignan
2007 – 2008 : 3rd year Licence Informatique at l’Université de Perpignan
2005 – 2007 : BTS Informatique de Gestion, Perpignan


Other skills / interests
Tools : Blender, The Gimp, Adobe Audition, Cubase, Office Suite
Design patterns and integration tools
Procedural textures and animation
Music ; I compose songs and music destined for video games
Instruments : Guitar (9 ans), Bass Guitar (4 ans), Drums (2 ans)


References
Available on demand

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