Leon Hartwig

1801 N Greenville Ave, Apt 3455, Richardson, TX, 75081, USA

Cell: (858) 922-2385

leon@hartwigonline.com

 

QUALIFICATIONS

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

 

EXPERIENCE

Senior Programmer, id Software, Mesquite, TX

(Aug 2010 – Present)

§ DOOM 4 (Xbox 360, PS3, PC): 1st person shooter (FPS) game.

·    AI character and behavior implementation.

 

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

(Mar 2008 – Jul 2010)

§ 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.

·    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.

 

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)