You are on page 1of 3

Robert Dailey

http://www.robert-dailey.com/
7421 Frankford Rd Apt#534 ● Dallas, Texas 75252 ● (972) 408-7537 ● rcdailey@gmail.com

SUMMARY OF QUALIFICATIONS
I have a strong background in game development using C++ on mobile and PC platforms. I have over 3 years of professional
programming experience in the game industry and have been accredited on 3 shipping titles. I have development experience
in many areas of game, tool, and engine development such as Graphical User Interface, Networking, Physics, Rendering,
Gameplay, and many others. I love to learn on the job and I have a strong passion for portable, generic, object oriented, and
efficient code.

SKILLS
I supplement my technical abilities by being a great team player. I love working with a team and prefer it over working alone
because it results in higher quality code. Below is a list of only my most adept technical abilities and familiarities.

Skill Years
C++ 7
Python 4
CMake 4
XML 5
STL / Boost 7
OpenGL 4
DirectX 2
N-Gage / Symbian 2
Visual Studio (since version 6) 7
Metrowerks Code Warrior 2
Carbide IDE for N-Gage 1
ARM Compiler 2
GCCE Compiler 1
Subversion 5
CVS 2
Team Foundation Server (TFS) 2
Perforce 1
Windows OS 8
Linux OS 1
PROFESSIONAL EXPERIENCE
Programmer 11/2007 – 01/2009
Vizual F/X Studios – Richardson, TX (1 Year, 2 Months)
Small startup company with a primary focus to develop a single-instance massively multiplayer
online roll playing game. I was involved in the development of this MMORPG that was eventually
canceled for financial reasons.

Accomplishments:
 Assisted in Analysis, Design, and Implementation of various components in a component-
based game engine.
o Designed and implemented a Graphical User Interface (GUI) component that used a
library named libRocket. The interface was scripted via a combination of HTML, CSS,
and Python. This component was used to render the user interface for the entire game.
o Designed and implemented a Model Renderer component that utilized the EmotionFX
library. This component was used to render player characters, enemy mobs, and other
types of 3D models in the game.
o Designed and implemented a Shader component built on top of NVIDIA’s Cg Toolkit.
CgFX was chosen because it provided portability between GLSL and HLSL and a
couple of Cg-specific features that were not available in any other popular shader
language at that time.
o Designed and implemented an Audio component which was responsible for integrating
the FMOD Designer API into the game to provide fully data driven audio support. This
system was used to play sound effects as well as background music (BGM).
 Created a project build system from the ground-up using CMake. This was a portable build
system for the game, tools, and engine. This build system also provided a unique unit-
testing system that provided automated nightly builds that upload test results to a web
server so that that information could be viewed remotely.
 Worked closely with team members on a unique Planet Rendering system used to render
life-sized planets in a single instance, uninterrupted (e.g. no loading screens) universe.
This system was used to render the universe and its many worlds for the game.
 Integrated the Model Renderer component into the Planet Renderer. This allowed models
to walk on the surface of the planet.
 Wrote skinning shaders for the Model Renderer using Cg.
 Setup and maintained a subversion server that was used by the entire development team.

Programmer 12/2005 – 11/2007


Method Solutions – Addison, TX (1 Year, 11 Months)
Mobile game development company contracted by major companies such as Nokia and Sony. I
was accredited on three shipping titles here: True Crime NYC for PC, Space Impact Light, and
Space Impact: Kappa Base.

Accomplishments:
 Fixed many bugs reported by various QA teams. As such, I gained experience in many
areas of game development. Bugs I fixed ranged from physics issues to game play
adjustments.
 Maintained a tool written in MFC that was used to design levels (maps) for both Space
Impact titles.
 Designed and implemented a Graphical User Interface (GUI) system from the ground up.
During this process, I worked closely with designers, artists, and management to gather
requirements, assets, and other information or data.
 Used the N-Gage SDK and Symbian SDK for platform related implementation, such as
user input and rendering.
 Designed and implemented a generic localization library. The GUI system used this library
to look up the appropriate strings to display based on the global language setting.
 Used Python to implement a tool from the ground up that was used to display performance
profiling data in a modular, readable way.

EDUCATION
Associate Degree of Applied Science 9/2003 – 12/2005
Texas State Technical College – Waco, TX (2 Years, 3 Months)
PERSONAL INTERESTS
It goes without saying that I love gaming, particularly the MMORPG genre. I’m also a huge advocate of the open source
community and am actively working on my own personal open source project called HareSVN. Outside of my technical
hobbies, I also love cycling, camping, hunting, fishing, and many other recreational activities.

Books I have enjoyed reading:


 Patterns for Parallel Programming
 Exceptional C++
 C++ Coding Standards

You might also like