Matt Brenner
Video Game Programmer
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Matthew David Brenner

MaDaBr14@yahoo.com


OBJECTIVE AND SUMMARY

·         To obtain a position in the video game industry developing gameplay mechanics or tools. I have 2 ½ years professional experience in the game industry with 9 shipped titles on 3 platforms and 2 currently in development. I’ve developed on 3 operating systems and been involved with building 2D engines on 2 platforms. I’ve been responsible for 4 in-house tools developed closely with the non-technical content department to streamline and simplify their process. I am the Chair of the Philadelphia IGDA. I've been the chair for 5 months and before that was the Vice-Chair for 1 year. I’ve been involved with the IGDA for 4 years. My time in the industry has been packed with rapid development time lines, constant change in development environments, development of multiple projects simultaneously, and learning and using new technology as quickly as possible to develop games. My ability to adapt to sudden and major change has been tested over my career and my ability to learn new technology and develop games to meet milestones and deadlines is very strong.

 

SKILLS AND EXPERIENCE

·         Five Years C++ programming, two Years C# programming. Vice Chair of the Philly IGDA (2010-Current). Experience using Unity, XML, XAML, SQLite, Visual Studio, XCode, SVN, Engine and Game Porting, Multitouch Games, iPhone/iPad development, Global Game Jam. Development platforms include Linux, iOS, Mac, and Windows.


PROJECTS

·         Spin Card Hold’em                                                 Megatouch Ion/Unannounced Platform

o   Programmed gestures for player UI controls

o   Developed Chip Manager to handle all in and multiple side pot betting

o   Created XML Driven Weighted AI decision making for multiple play styles

o   Lightweight table simulation for AI to make decisions

·         Photo Hunt                               Megatouch Ion/Windows/Unannounced Platform/iPad/iPhone

o   Programmed Gameplay, UI, and Content systems

o   Developed SQL Database for downloadable and tagable content

o   Ported to iPad in Unity, developed downloadable content system

o   Created App Store plugin, and developed system to deliver free content

o   Developed embedded jpeg that holds 2 pictures and diffs inside EXIF data

·         11 Ball                                                                                          Unannounced Platform

o   Used components to track ball values and logic for adding up to 11

o   Object spawning using transforms to allow art/designers to change quickly

o   Created Base Scripts and Scenes for future Unity projects

·         11 Up                                                                                                        Unannounced Platform

o   Port of 11 Ball, Improved spawning and selection logic.

o   Maintained codebase as close as possible in both games for bug fixing

·         Touchdown Poker                                                   Megatouch Ion/Unannounced Platform

o   Developed “Spin Card” poker hand resolution for new players

o   XML driven yardage gain, adjusted the closer/further you were from endzone

·         Brain in Gears: Critical Thinking                                                         Megatouch Ion

o   XML driven scale types with random animals and configurations

o   Breakthrough system for incrementing difficulty and choosing scales

o   XML Adjustable difficulty settings and scale decision tree

·         Funkier Monkey                                                    Megatouch Ion/Unannounced Platform

o   Developed 2D Bezier curve system for barrel introduction

o   Developed simple debug controls for artists to set curves for individual rows

o   Developed scoring system that allowed for continuous play based on skill

·         Megatouch Memory                                                                     Megatouch Ion

o   Developed game in 1 weekend to meet release schedule

o   XML driven graphic loading allowing downloadable content

·         Wheels and Deals                                                                                  Windows

o   Developed matching logic and car spawning to avoid changing

o   Developed microachievement system that created achievements procedurally

·         Tools Programming

o   Developed tools for the AMI Content team in c#.

o   Utilized Adorners and XAML for rapid prototyping

o   Developed custom file formats for content

 

EDUCATION

·         Full Sail Real World Education - September 2006 – June 2008

o   Bachelor of Science Degree in Game Developments

 

EMPLOYMENT HISTORY

·         Game Programmer – AMI Entertainment August 2008 - Present

o   Tasks varied from creating brand new casual games for the Megatouch Ion, iPhone, Windows, and an unannounced platform. As well as exploring new technologies, developing tools, and Engine porting.

·         Internship – Cole Engineering January 2008 – May 2008

o   Tasked with learning the program OneSAF. Worked on writing behaviors and unit types for testing purposes.

 

ADITIONAL INVOLVEMENTS

·         Conference Associate at GDC for last 3 years

·         Speaker at GameX  (June 2009) on iPhone development and strategies

·         Speeches at area high schools on game development and breaking into the industry

·         2 years participating in the Global Game Jam

·         Involved in student government, HOBY, PSAC Leadership conference

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