Leon Hartwig
1036
Susan Way
Novato,
CA 94947
USA
Cell: (858) 922-2385
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++.
Western Michigan University (September 1996 – April 2001)
Majors: Computer Science, Philosophy
Minors: Mathematics, Astronomy
Organizations: Upsilon Pi Epsilon (Honor Society for Computing Sciences)