PATRICK HACKETT


SUMMARY OF QUALIFICATIONS
                 • Fluent in C++
                 • Experience with C, C#, Managed C, Java, Lua, and STL
                 • Experience with PC, XBox 360, and PS3 developemnt.
                 • 1 year experience with Havok Complete 5.0
                 • 1 year experience with the Unreal Engine 2.0

EXPERIENCE
May 2005 - current                                             Rainbow Studios                                           Phoenix, AZ
       Tools / Gameplay Engineer on an unannounced title [January 2008 - current]
   •   Created and maintained support for an animation tool that allows users to combine a
        collection of animations with basic logical commands to create a more complex
        "behavior" while maximizing animation reuse.
   •   Created and maintained support for a visual timeline tool that allows users to set various
        timed events. The timeline can be exported to a Lua script which is then used to direct an
        in-game cut-scene.
     
       Gameplay Engineer on MX vs ATV: Untamed [April 2006 - December 2007]
   •   Worked closely with the animation team to develop tools and asset pipelines necessary for
        all our in game animated models.
   •   Maintained existing engine code, ported legacy code to new development platforms, and
        managed cross-platform development.
     
       Gameplay Engineer on an unannounced title [May 2005 - March 2006]
   •   Helped implement a data driven state machine for handling large, complex character state
        trees.

May 2004 - August 2004                                  Zombie, Inc.                                                      Seattle, WA
       Engineering Intern
   •   Worked with the Unreal Engine to set up and facilitate the use of the in-game dedicated
        server, localized the project for international release, and created a new set of menus for
        the multiplayer portion of the project.
     
August 2001 - May 2005                                 DigiPen Institute of Technology                Redmond, WA
       Co-Designer and Engineer on Rumble Box [August 2004 - April 2005]
   •   Slamdance Guerilla Gamemaker Competition award winner and IGF Main Competition
        Innovation in Game Design finalist.
   •   Developed a physics engine for lifelike collisions between cubes and spheres that
        balances realism with efficiency.

EDUCATION
2001 - 2005                                                         DigiPen Institute of Technology                Redmond, WA
       Bachelors of Science in Computer Science
   •   Maintained a cumulative GPA of 3.5

1999 - 2001                                                         Arizona State University                                Tempe, AZ
       Mathematics
   •   Made Dean's List every semester with a cumulative GPA of 3.5