Game | Graphics Programmer
I am a game developer with a focus on graphics programming. I love finding out how things work and visualizing them in a creative way using computer technology.:
- Portfolio : arngeo1993.wixsite.com/mysite
- Git Hub : github.com/arngeo1993
​
- Linkdin : www.linkedin.com/in/arngeo1993
​
- Email: arngeo1993@gmail.com
​
- Phone: +1 (425) 877 - 7573
Role: Intern Graphic Programmer (May 2019 - August 2019)
Project Name: Sparse Virtual Texture (Hardware)
Company: The Forge Interactive
Mentor: Wolfgang Engel
- Implemented sparse residency and binding in Vulkan API and tiled resource in DirectX12.
- Implemented single pass algorithm (all calculation in one fragment shader)
-- Find tiles from a particular mip level to be binded
-- Find if the tile is resident ( if resident the texel is fetched from the tile else fall to next mip level)
- Used staging buffer for transferring the pixel data to the sparse texture image.​
- Mega-texture size (1.33 GB), memory used in GPU for sparse texture (80 MB) and memory used in GPU for staging buffer (80 MB).
Role: Intern Game Programmer (Jan 2016 - June 2016)
Project Name: Sky Writing – Game for kids to learn numbers and alphabets
Company: Nayi Disha Studios
- Used mecanim animation system to transition between states (Menu, Level Selection, Game Play)
- Implemented algorithm to place nodes on alphabets and words based on the shape.
- Each point will have a image with collider .
- When the finger swipes through these collider the color of the image changes.
- Implemented cards swipe from a deck.
- Used Unity and programmed in C# language
Vulkan Renderer
- Implemented the following projets Using Vulkan API
- Basic Model Loading
- Forward Rendering
- Deferred Rendering
- Moment Shadow Maps ( Compute shader Blur )
- Image Based Lighting ( IBL )
- Ambient Occlusion
- Mega Texture ( Sparse Residency and Binding )
- Key Frame Animation ( nLerp and Slerp, Wrote Quaternion Library )
- Motion Along a Path Animation ( Bezier Curve, Linear Ease in and out )
- Inverse Kinematics ( Cyclic Coordinate Descent )
- Cloth Simulation ( Gravity and Sphere Collision )
​
Ray- Tracing
- Implemented the following
-- Intersection of ray with sphere, cylinder, triangle ad axis aligned box
-- Path Tracing
-- Reflection
-- Transmission
-- Depth of Field
-- Motion Blur
Role: UI Programmer (Nov 2019 - Dec 2019)
Team Name: Cant Escape Games
- Implemented behavior for Buttons, Slider and Drop Down Bars in LUA.
- Used Multi cast and binding for interaction between C++ and LUA
- Implemented Affine 2d animiation with 2 key frames
- Implemented Health and Gasoline Bar for the game
​
Role: Graphic Programmer, Animator and Designer (Jan 2019 - April 2019)
Project Name: Robot- test – 2.5 D Puzzle and Shooting Game
- Implemented the following in OpenGL
-- Bloom
-- HDR,
-- Toon shading
-- Particle system
-- Key frame animation using Assimp
-- Spot, Point and Directional lights
-- Directional light shadow
- Used percentage closer filter to smooth shadow
- Used stencil buffer to render black outline on the player
- Designed models in Google SketchUP and MAYA
- Rigged and animated model in MAYA
Role: Programmer (Sept 2018 - Dec 2018)
Project Name: Asteroids – 2D Space Shooting Game
- Implemented homing missile
- Programmed math library (Cross Product, Dot Product... etc)
- Implemented collision detection (AABB, Circle to Circle, Point to Circle)
​
Role: Programmer/Designer (July 2015 - Dec 2015)
Project Name: SMIT: The Game – 3D Treasure Hunt Game
- Implemented player movement and vehicle controls
- Implemented axis aligned bounding box collision detection
- Designed college campus as the virtual world of the game
- Used Microsoft XNA and programmed in C# language
​
Role for all below : Programmer/Designer (2017)
Project Name: Polygon Bounce – 2D color match Game (Unity)
- Programmed ball bounce physic (Random Bounce)
- Used mecanim animation system to transition between States (Menu, Level Selection, Game Play)
Project Name: Fly By – 2D Rocket Game (Unity) (2016)
​
- Used mobile accelerometer to control the rocket motion
- Random obstacles position generated for unpredictability of the level
Project Name: Truth & Dare (Unity) (2016)
​
- Player can set their own Truth and Dare
- Used clock hands instead of bottle for game play (Reason: Bottle only points to opposite player but clock hands can point to every player within the game)
- Used 3d models with animation to represent each player (More Interactive Game Play)
Masters of Science in Computer Science (Exp. Grad. June 2020)
DigiPen Institute of Technology
​
Post Graduate Program in Management (MBA) (Graduated 2018)
ICFAI Business School
​
Bachelors of Technology in Computer Science (Graduated 2016)
Sikkim Manipal Institute of Technology
Management Trainee at MedLife (Jan 2017 - May 2017)
​
Six Sigma (Green Belt) Certification
​
Big Data Hadoop Certification
​
National Level Athlete (1500 meter run)