Mohammad Dabiri - Gameplay Programmer Resume (11.2013)

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11.

2013

MOHAMMAD DABIRI
148A Cottingwood Court, Stanhope Street, Newcastle Upon Tyne, NE4 5HF , UK | TEL: +44 (0)191 2737242 | Design oriented Gameplay Programmer with extensive experience with the Unreal engine and a solid software engineering background who is equally comfortable using C++ and script to realise design goals. Enjoys developing tools and learning techniques to overcome limitations.

CURRICULUM VITAE
mohammad.dabiri@gmail.com | mohammaddabiri.wix.com/portfolio

Skills C++, C#, 3D Math, Unrealscript, Maxscript, Python, Perl, Lua, Assembly, XML, JSON, SVN, Perforce, Software Engineering, OOP, Mechanic Design, Scrum Software Packages Visual Studio, UDK, Unity, Max, Maya, Photoshop, Visio, Word, Excel

Professional Experience Nationality


British

Professional Experience
Feb 2013 May 2013 (4 months)

Dead Mage Games (Tehran, Iran) Programmer (Contract) Project Sakura (Working Title) - Multiplayer Action Shooter- PC

Education
BSC Computer Games Software Engineering
Northumbria University (Newcastle upon T yne, UK)

Was part of a 7 person indie team working on an isometric 4 player co-op shooter using Unity. Designed and implemented a blend-tree based animation system on top of Unitys legacy system with support for multi-layered animations, data binding and root motion. Performed prototyping on player mechanics and camera behaviours. Rasgames LTD (Tehran, Iran)
July 2009 Jan 2013 (11 months)

Graduated 2007 with First Class Honors C++, Linear Algebra, Compiler writing, Hardware Architecture, AI, OOP, Gamecube coding (Dolphin SDK) Final Year Project A speed comparison of primitive intersection tests (C++)

Technical Designer Preproduction on Untitled Project (cancelled)- 3D Action Adventure: PC

Lead a small preproduction team consisting of a technical artist and a concept artist to flesh out the core of a 3rd person platforming game in UDK to be produced by a small indie team. Performed all design related tasks from high level game designs to designing fully playable prototype levels in block mesh as well as production tasks such as planning and defining workflows, staffing and risk analysis and devised solutions to high-risk problems. All code-related tasks such as implementation of core game mechanics from prototype to completion. Implemented support systems and tool, authored technical documentation. Coordinated with art lead to design and implement asset pipeline including tools within 3D Studio Max which allowed designers and artists to synchronize content between Max and UDK including BSP blockmesh, all static and animated geometry, cameras and collisions.

Spoken Languages
English (Fluent), Farsi (Fluent)

Interests
game design, level design, game production, playing games, code reading, animating, watching movies, travelling, reading, cooking

Programmer/Designer Untitled Project (cancelled)- 3D Action Adventure - PC

(2 years 10 months)

One of 2 programmers in an 8-12 person team using the UDK to build a Prince of Persia clone. Initially responsible for implementing player mechanics, character systems (animation, camera, AI, weapons), and gameplay support systems. However due to severe limitations on resources switched roles multiple times throughout the project which included designer (mechanics, progression, level designs) and systems programmer (animation, camera, interactive cut-scene, dialogue systems, input mechanisms and AI Infrastructure). Infrastructure/IT Administrator
(5 months)

Set up in-house servers/services on Windows/Linux VMs for Wiki, Issue tracker, Build, DC, Mail server, Source Control, Backup etc. Implemented automation scripts and SSO across all services. Codemasters LTD (Guildford, UK) Programmer Bodycount - Action FPS - XBOX 360/PS3/PC
Jan 2008 Mar 2009 (1 years 3 months)

Worked under central tech on the tool side of a WYSIWYG Particle editor using .NET which was used in Operation Flashpoint: Dragon Rising and on the early stages of development of core components of the asset pipeline for a project which later became Bodycount.

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