Leon Hartwig

1036 Susan Way

Novato, CA 94947

USA

 

Cell: (858) 922-2385

leon@hartwigonline.com

 

QUALIFICATIONS

Software engineer with ten years of experience in the games industry. Generalist, but primary areas of interest and expertise are AI, gameplay, and multiplayer systems.

 

EXPERIENCE

AI/Gameplay Programmer, 2K Marin, Novato, CA

 (Mar 2008 – Present)

§ XCOM (Xbox 360, PC): 1st person shooter (FPS) game.

·    Performed technical evaluation, documentation, initial groundwork and bug fixes to expand a single player vertical slice to support multiple players.

·    Implemented incapacitation/revival mechanics for multiplayer co-op.

·    Created HUD systems for fast prototyping of co-op game objectives and mechanics: squad status, radar, incapacitation/revival, and a system to add custom HUD elements via scripting.

·    Created a co-op game pace manager inspired by the AI Director of Left 4 Dead.

 

§ Bioshock 2 (Xbox 360, PS3, PC): 1st person shooter (FPS) game.

·    Contributed to AI, gameplay, and tools using C++, UnrealScript and UnrealEd.

·    AI character and behavior implementation: Brute Splicer, Big Sister, Alpha Series Big Daddy.

·    Prototyped the player Drill Dash ability and other underwater player movement and abilities.

·    Extended and supported the scripting system used by level designers.

·    Added functionality to GUI tools: JIRA bug reporting, UnrealEd actor browser with search, other UI and display enhancements that improved usability and productivity.

 

Senior Programmer, Secret Level Inc. (Sega), San Francisco, CA

 (Jan 2007 – Mar 2008)

§ Golden Axe: Beast Rider (Xbox 360, PS3): 3rd person action/adventure 3D combat game.

§ Created a tactical AI system that used behaviors created in a visual hierarchical state machine editor.

§ Led a small group of AI designers and scripters, enabling them to implement character behaviors.

§ Developed AI and gameplay in Lua and C++. Used tools such as the Havok Behavior Tool for animations and an in-house tool for authoring hierarchical state machines.

 

Programmer, BottleRocket Entertainment, San Diego, CA

 (Oct 2005 – Jan 2007)

§ Xiaolin Showdown (PS2, PSP): 3rd person arena fighting 3D action game.

§ Created tech and tools for a proprietary PS2/PSP game engine using C and C++.

§ Created an effects scripting and simulation system, along with a GUI tool to edit and preview effects.

§ Implemented save/load systems and managed TRC compliance for memory cards.

 

Game Developer, Mobliss Inc, Seattle, WA

 (Feb 2005 – Jun 2005)

§ Slyder (BREW Mobile): 2D puzzle maze strategy game.

 

Software Engineer, Valve Corporation, Bellevue, WA

 (Jan 2000 – Oct 2003)

§ Counter-Strike, Half-Life, Team Fortress, Day of Defeat, Half-Life Source

§ Developed 1st person shooter (FPS) games for PC using C and C++.

§ Implemented NPC AI, game rules, weapons, HUD, effects, and world objects.

§ Added multiplayer features and addressed security issues in multiplayer components.

 

Software Engineer, Independent

 (May 1999 – Jan 2000)

§ Member of the team that developed Counter-Strike for Half-Life.

§ Developed Phineas Bot, a multiplayer AI (“bot”) for Half-Life, using C and C++.

 

SKILLS

 

 

 

EDUCATION

Western Michigan University (September 1996 – April 2001)

Majors: Computer Science, Philosophy

Minors: Mathematics, Astronomy

Organizations: Upsilon Pi Epsilon (Honor Society for Computing Sciences)