Friday, September 3, 2010

J1N Games

Jason Kim's Personal Journey Into Game Development

Resume

Posted by Jason On September - 28 - 2009

Jason J. Kim

email: jin.1004@gmail.com website: www.j1n.org

linked in: www.linkedin.com/in/jkim74

________________________________________________________________________________________________

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

Popularity: 5% [?]

Add A Comment

You must be logged in to post a comment.