Tovar Shoaf Game Developer
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Qualifications Profile
Experienced programmer with background in game/simulation development and data analysis.  Adaptable and quick problem solving capabilities.  Fast learner with desire to use and expand repertoire of skills.  Excellent interpersonal communication skills, both written and oral.  Great team leader/player, able to work in a dynamic team environment and independently.  Good natured with a sense of humor and the ability to get along with all co-workers.

Languages
  • Proficient with C/C++/C#, HLSL, Lua
  • Familiar with Java, Scala, Assembly, GLSL, HTML/CSS, SQL

APIs/Frameworks/Hardware
  • Proficient with Direct X, Win32, Open GL, Maya C++ API, WinSock, .NET, PIC and Netduino Microcontrollers
  • Familiar with Qualcomm Vuforia, Google Project Tango, 9-DOF Sensors

Software
  • Proficient with Visual Studio, Unity 3D, Alienbrain, Tortoise SVN, Plastic SCM, Windows, PowerPoint, Excel
  • Acquainted with DevKitPro, RenderMonkey, Eclipse, Visual Paradigm, Unreal Editor, Maya, Parallel Studio, Crystal Reports

Skills
  • Memory Management and Optimization
  • Debugging and Performance Analysis
  • Tool, Plugin, Library, SDK, and API Development
  • Agile Development (SCRUM)
  • Game/Simulation Development
    • Physics, Collision, Particles, Rendering, Scene Management, Spatial Partitioning, AI, Multiplayer Networking, AI (A*, Breadth First, Depth First, Waypoint Pathing, Flocking, State Machines)
Other
  • Secret Security Clearance (2021)

Education
Full Sail University, Winter Park, FL
    Bachelor of Science in Game Development (Software Engineering), January 2011
    GPA: 3.78/4.0     GPS: 106     99% Attendance    Valedictorian

Experience
Research Network, Inc. – Game-Based Training and Research – Current Employer
Kennesaw, GA
February 2013 – Current
Lead Software Developer – Lead a small team in research, design, development, and demonstration of solutions for government and military contracts.
SimBridge (C++/C#) – A library and API of hardware and software extensions that can be implemented into multiple engines.
  • Designed/developed extensions to handle:
    • Full-body motion capture using inertial sensors
    • Bluetooth connection and communication with android applications
    • Multiplayer client and server communication and data logging
    • C# API to C++ Library
Game Distributed Interactive Simulation (Unity3D/VBS2/C#) – Build and run military scenarios implementing the SimBridge libraries and extensions in the Unity3D game engine and Virtual Battlespace 2 Fusion API.
  • Implemented C++/C# intercommunication with callback functions and marshalled data. 
  • Designed and developed algorithms for noise reduction of UWB trilateration results. 
  • Created augmented reality scenarios on Google Project Tango device with Qualcomm Vuforia libraries added, and on Microsoft Surface Pro 3 devices with non-optic localization and IMU orientation. 
  • Added multiplayer interoperability between VBS2 and Unity3D.
Wireless Haptics (C/C#/PIC/Netduino) – Wirelessly triggered TENS stimulation for haptic effects.
  • Designed and developed dynamic stimulation waveform to vary the output of a low power current. 
  • Programmed PIC and Netduino Microcontrollers with wireless radio communication and timed bit changes with nanosecond precision.
Research – Researched and analyzed various hardware and software technologies to develop solutions.


QinetiQ North America – Simulation and Training Solutions
Huntsville, AL   February 2011 – February 2013
Software Developer – Design and develop new features and modifications for three flight simulation products for military and commercial use.
Data Acquisition System (C++) – Receive and record flight data and videos from flight simulators.
  • Added DIS traffic recording.
  • Modified programmatically built DirectShow filter graphs.
  • Modify Ethernet package structure.
FlightViz (C++) – Recreate flights from recorded data in a 3D scene in sync with video and instrument recordings.
  • Fixed memory management issues.
  • Fixed rendering issues.
  • Modified CIGI communication and control.
FlightAnalyst (C++/C#) – Analyze and store flight data.  Detect and display events.  Integrate and sync with FlightViz.
  • Added DIS broadcasting.
  • Modified time syncing.
  • Created plugins to load and process data.
  • Wrapped C++ code for use in C#.
  • Modified Crystal Reports.

Side/School Projects
Minimech: Exterminator – Academic Project – 3D, Top Down Bug Shooter – Design and Technical Documentation and Demo
Team Project – 7 programmers, 2 artists, 2 producers
Technical Lead – Manage programmers, code architecture, integration and debugging.  Liaison for artists.
  • Render and animation architecture, animation blending, partial animation and procedural joint movement
  • DirectX asset(buffers, shaders, textures, decls) management for easy reloading(full-screen and minimize)
  • Lua wrapper for easy variable access, function calling and function assignments

Dream ‘scape – 2D, Side Scrolling Platformer – Design and DevelopmentGlobal Game Jam 2011 – 48 Hour Team Challenge
General Programmer
  • Particle system allowing variation in start point, velocity, color, size, duration, and more.
  • Platforms created using pieced together images and based on a LUA script
  • 2D Rendering with Direct X
  • Parallax scrolling with multiple backgrounds

‘Til Dawn – Academic Project – 3D, 3rd Person Vampire Shooter – Design and Technical Documentation and Demo
Team Project – 8 programmers, 3 artists, 3 producers
Technical Lead – Manage programmers, code architecture, integration and debugging. Liaison for artists.
  • HLSL skinned animations and animation blending, low lying fog, and depth mapping for shadows
  • Render optimizations (depth and context sorting, queued rendering, easily added shader variables)
  • Collision and physics design and programming (Tight-fitting, animated collision trees)
  • 3D C# point sprite particle tool, C++  point sprite particle system

Spekt – Academic Project - 3D, 3rd Person Jumping, Climbing Game– Design and Technical Documentation and Prototype
Team Project - 8 programmers, 4 artists, 1 producer
Gameplay and Physics programmer
  • Sphere to mesh collision and collision reactions
  • Smooth skinned animations and animation blending, Lua loaded mesh and animation settings
  • Maya exporters for meshes, animations, scene placement, and trigger volumes

Particle Editor – Academic Project - 2D Particle Creating and Editing Tool - Prototype
C# windows form program using Direct X with selectable blend modes, life percentage physics changes(interpolates scale, color, alpha, velocity, etc)

Barcraft – Academic Project - 2D,  1st Person Bartending Game – Minor Design and Technical Documentation and Demo
Team Project – 4 programmers
Project Lead and General Programmer
  • Game input (Wii remote, mouse, and keyboard), debugging and integrating code, rendering and collision
  • Database editing and loading tool using C#


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