Jason Kilkenny — Game Programmer
70 Dubois Ave Valleystream, NY 11581	         Cell: (917)-355-9951
   http://www.jasonkilkenny.com		            jk@jasonkilkenny.com
Skills                                                                                                                                                 p

●	C/C++ [4 years], C# [1 year], STL [3 years]
●	DirectX Graphics [2 years], HLSL [1 year], GDI [1 year]
●	Microsoft Visual Studio (2003 – 2005) [3 years], XNA Game Studio [1 year], PIX for Windows [1 year]
●	Microsoft Office (8.0 – 12.0) [6 years], Microsoft Project 2003 [1 year]
●	SVN/Tortoise [4 years], AutoDesk 3D Studio MAX (9.0) [1 year], Adobe Photoshop CS [1 year]
●	Proficient in Japanese

Game Experience                                                                                                                                        p

9/2008 – 4/2009	Game-play Programmer		Parabellum, DigiPen Institute of Technology
A single-player top-down exploration game for the PC in C++ (3-developer team)
●	Created a particle engine using hardware instancing and a Bezier spline rendering engine utilizing shader instancing
●	Designed a genetic evolution algorithm to diversify enemies and increase challenge for the player
●	Implemented various game-play elements, such as a data-driven weapon system

9/2007 – 4/2008	Graphics Programmer		Space Bacon, DigiPen Institute of Technology
An arena-based “steal the bacon” death-match-style multi-player PC game in C++ (4-developer team)
●	Designed and implemented a graphics engine utilizing DirectX9 with Vertex/Pixel Shader support (up to SM3.0), hardware model instancing, and a GPU-based particle engine. 
●	Implemented Microsoft X-File support, in addition to the User Interface, a spring-based 3rd person camera, and graphical content managers.
●	Co-created and managed game assets, bug list, and schedule.

9/2006 – 4/2007	Graphics/Game-play Programmer	Pentaflux, DigiPen Institute of Technology
A side-scrolling 1-2 player action shooter for the PC in C++ (4-developer team)
●	Designed and implemented the particle engine and co-created the game engine. 
●	Created weapon systems, enemies and bosses.
●	Co-created Game and Technical Design Document, managed art assets, and co-designed level layouts, main character, weapons, enemies, and bosses.

Work Experience

9/2010 – 12/2010	Academic Support 		DigiPen Institute Of Technology Singapore, Singapore
●	Mentored and tutored students for computer science, math and game projects classes
●	Helped create and grade assignments, labs and tests for computer science classes

7/2009 – 8/2010	DigiPen Instructor		DigiPen Institute Of Technology at Keimyung University, Daegu, S. Korea
●	Freshman and Sophomore level Game Projects Class Instructor in a joint program with a Korean University
●	Taught students the concepts and fundamentals of video game programming
●	Lecture on other aspects of game production, i.e. scheduling, marketing, etc

6/2008 – 8/2008	Nintendo QA Product Tester	Nintendo of America, Redmond, WA
●	Tested features, stability, and localization (Spanish) on 4 triple-A titles
●	Tested ArtStyles Orbient, a game for the WiiWare download channel
●	Tested Mystery Case Files: Million Heir, a game for the DS 
●	Used a proprietary bug-tracking database to write and  file textual descriptions, screenshots, and videos as part of bug reports

5/2007 – 5/2009	Admissions Office Assistant 	DigiPen Institute Of Technology, Redmond, WA
●	Assisted with all aspects of data entry, correspondence, processing, and statistical analysis for over 350 applicants per year

Education                                                                                                                                          p 
May, 2009	DigiPen Institute of Technology	B.S., Real-Time Interactive Simulation