Jason J. Kim
email: jin.1004@gmail.com website: www.j1n.org
linked in: www.linkedin.com/in/jkim74
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Game Programmer / Game Designer
WORK HISTORY
September 2007 – Present
Frozen Codebase LLC (www.frozencodebase.com)
Game Programmer and Technical Game Designer
June 2003 – August 2003
Centerscore Gaming Inc (www.centerscore.com)
Programming and QA Intern for Mobile Phone Gaming
EDUCATION
The Ohio State University – B.S. in Computer Science, Class of 2007
SKILLS
Programming: C++, C#, PHP, SQL, HTML/Flash, Visual Studio, CodeWarrior, ProDG, Watson
Software Tools: Vicious Engine, Torque Engine, 3D Studio Max, Photoshop, NintendoWare, Pix, GPAD
Software Development Kits: Xbox 360 SDK, Playstation 3 SDK, Nintendo Wii SDK, DirectX SDK
PROJECTS
Kick-Ass The Movie Game – Playstation 3 Network – Published by WHA Entertainment
(http://www.thekickassgame.com/)
Game Designer, Technical Designer
- A video game based on a major motion picture by Lionsgate.
- Responsible for designing levels, scripting the mission progression system and other systems
- Designed the layout of each level. I scripted each Cinematic and Enemy AI encounters.
- Modified code in the Vicious Engine in C++ to help designers by exposing new script functions.
Sandy Beach – Nintendo Wii Ware – Published by Konami
(http://www.nintendo.com/games/detail/JUimxEY26578DpoTcWG5PDkvJmTf91TR)
Game Programmer, Game Designer
- Worked on my own time to design and implement the entire “Crab Battle” Tower Defense mode, which became the game’s highest selling point for Konami Marketing.
- Produced a quality game that sold 40,000 copies and was ranked in the Top 20 WiiWare.
- Modified the middleware Vicious Engine in C++ for use in WiiWare Applications (WAD/NAND).
- Integrated AI Live Move into the Vicious Engine in C++.
Metalocalypse The Dethgame – PS3 Network & Xbox Live – Published by Konami/Cartoon Network
(http://www.youtube.com/watch?v=MXxTI-49pX8)
Game Programmer, Game Designer
- Designed and wrote the Enemy AI code. Implemented Player “Finisher” Code.
- Worked as the Primary Combat Designer and Enemy AI Designer.
- Helped implement new additions to C++ code for combat to include “Frame-Data” charts for our attack system similar to many fighting games such as Street Fighter 4.
- Implemented a music mini-game under the concept of Guitar Hero.
- Wrote tools in C# for note data imported into the Vicious Engine for use in the music mini-game.
Screwjumper – Microsoft Xbox 360 Live Arcade and PC – Published by THQ
(http://www.xbox.com/en-US/games/s/screwjumperxboxlivearcade/)
Game Programmer
- Ported code from 360 to a PC version. Wrote a WMV movie player for the Torque Game Engine in C++
- Integrated Garage Games “Instant Action” API in C++ and Torque Script for their IA platform
References Available Upon Request
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