Richard Yeager
Programmer
richard.yeager <at> gmail.com
www.evildigirat.com
Skills  
Programming
  • C/C++, STL
  • Win32 SDK, DirectX, MFC
  • Python, wxPython
  • GameBoy Color, Motorola 68000, Intel x86 Assembly
Graphics
  • Direct3D, OpenGL, GDI
  • 2D/3D Software Rendering
  • 3D Animation
  • Ray Tracing
  • File Formats and Data Compression
Physics
  • Motion Dynamics
  • Waves and Optics
  • Rigid Body Dynamics
Development Tools
  • Visual C++ 6/.NET
  • Perforce, Visual SourceSafe
  • Borland C++ Builder 6
Mathematics
  • Linear Algebra
  • Curves and Surfaces
  • Quaternions
Multimedia
  • HTML, CSS
  • Macromedia Director 8.5
  • 3D Studio Max
Experience  
Forza Motorsport 2 - Racing Simulation
Turn 10 Redmond, WA (Dec 2005 - Present)
Positions: Software Design Engineer
  • Coming soon...

The Matrix Online - MMORPG
Monolith Productions Kirkland, WA (April 2004 - August 2005)
Positions: Quality Assurance Engineer
  • Co-ownership of Python client used for automated testing and feature regression
  • Developed Commander, a GUI application written in Python used to manage distributed load tests of scripted clients
  • Maintained and added new features to the patch management tool (C++)
  • Responsible for supporting the in-game tutorial (C++ and Python)

Nix - 3D Combat Racer
DigiPen Institute of Technology (Senior Team Project)
Positions: Technical Director, Programmer
  • Built engine framework; including state machines, event router, and math libraries
  • Integrated and customized ODE, an open source dynamics engine. Implemented C++ interface, collision rendering system, object management, and vehicle dynamics
  • Script based GUI with type safe, run-time binding to C++ variables and functions
  • Co-designed and helped program 3D engine using Direct3D
  • Created project timeline, scheduled milestones, and assembled the Technical Design Document

Behavior Editor - Graphical AI Editor
DigiPen Institute of Technology (CS380 Robotic Intelligence)
  • Programmed entirely in Python; using wxPython for user interface
  • Implements subsumption architecture used for robotic intelligence
  • Behaviors are built as visual diagrams and then tested from within the application
  • Dynamically loads Python classes which are used as nodes in the behavior diagram

GameBoy Color - 2D Side Scroller
DigiPen Institute of Technology (CS360 Low Level Programming II)
  • Included title screen, multiple story screens, one level, and a game over screen. The game featured sound, collision detection, AI, and animation
  • Developed map editor using Borland C++ Builder. Features included saving, loading, eight custom palettes, two tile banks, tile editor, and collision editor
  • Secondary project included dynamic loading of a 64x64 background

Waterfight Arena - 3D Action Game
DigiPen Institute of Technology (Junior Team Project)
Positions: Designer, Programmer
  • Designed user interface, weapons, and power-ups
  • Cross-platform input manager using Simple DirectMedia Library (SDL)
  • Flexible GUI combining features found in MFC and Borland's VCL
  • Support programming in OpenGL

Heist! - 2D Thieving Simulation
DigiPen Institute of Technology (Sophomore Team Project)
Positions: Technical Director, Programmer, Product Manager, Level Designer
  • Led the development of an Object Oriented and highly data driven engine
  • Input manager using DirectInput with configurable binds and multiplayer support
  • DirectDraw tile-based engine with support for multiple dynamic cameras
Education  
B.S. Real-Time Interactive Simulation (Computer Science) - Mathematics Minor
DigiPen Institute of Technology - Redmond, Washington