CARLOS GUTIERREZ
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  • Professional Work
    • PREY MOONCRASH
    • PREY
  • Student Work
    • Team Projects >
      • From The Ashes
      • Project Island
      • Sky Knights
      • Ethereality
    • Individual Projects >
      • Thesis - Fuzzy Fitness Scoring for Companion AI Strategy
      • Fighting Ants AI
      • CUDA Raytrace Rendering
      • Goal Oriented Action Planning
      • Data-Driven Roguelike
  • Resumé
  • About Me

Resume Download

carlos_gutierrez_resume.pdf
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carlos_gutierrez_resume.docx
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Skills & Software


Core Skills

  • Software Engineering
  • Game Design
  • Object Oriented Design
  • Agile Development
  • Linear Algebra
  • Project Management

Languages

  • C++
  • OpenGl & GLSL
  • C#
  • Unreal Engine 4 Blueprint
  • Lua
  • Python  
  • Perl

Software

  • Unreal Engine 4 
  • CryEngine 
  • Perforce  
  • Visual Studio 
  • Jira 
  • Photoshop 
  • 3DSMax SDK​

Professional Experience


Unannounced Project (Currently Working)
2020
Role: Senior AI/Gameplay Engineer
  • Owned and developed core AI/NPC systems

PREY MOONCRASH (Immersive Sim Roguelike)
2018
Role: AI/Gameplay Engineer
  • Owned and implemented all behaviors and abilities for new NPC - the Moonshark
    • Implemented systemically blind NPC that senses players who make noise or step on the Moon’s surface
    • Developed underground pursuit movement and above-ground emerge and attack movement
    • Implemented all abilities, include ground slams and levitating/throwing physics enabled boulders
  • Primary point of contact and owner of programming needs for remaining NPCs

PREY (Immersive Sim)
2017

Role: AI/Gameplay Engineer
  • Collaborated with designers and producers to establish feature requirements, set deliverables, and iterate on features
  • Primary Owner and point of contact for programming needs related to Phantoms, Technopath, Weaver, and Human NPCs
  • Owned and implemented numerous core NPC behaviors, including Combat, Search, Hunt
  • Implemented behaviors and special attributes for Phantom, Mimic, Technopath, Telepath, Human, Weaver, and Nightmare
  • Developed and owned combat abilities and ability logic for all NPCs
  • Owned and implemented Combat Role Manager to manage multiple NPCs roles fighting a target
  • Owned and developed Unreachable Targeting System - finds attack position when target moves to an unreachable location
  • Added hotloading and multi-select functionality to CryEngine Library editor, improving designer iteration time
  • Implemented numerous scripting and behavior interfaces for designers to use when scripting NPCs
  • Set up interfaces and integrated work from other departments (such as animation, sound, VFX) into NPCs
  • Guided ramp-up for new contractors learning NPC behavior, perception, special attribute, and ability systems
VIEW PROFESSIONAL WORK

Student Team Game Experience

Project Island (Survival Real Time Strategy) - Team of 15
6 Months, 2014
Engine: UDK
Role: Game Designer / Programmer
  • Selected to be Creative Lead for the project & facilitated overall game vision
  • Designed majority of game systems, including items, upgrades, enemies, and environment
  • Handled balancing for enemy damage, player damage, item costs & effects, and character upgrades
  • Implemented inventory system, items, and upgrades
  • Added initial Fog of War system
  • Created custom Kismet nodes for Level Designers to use in the level and tutorial
  • Wrote character dialog and story log combat
Sky Knights (First Person Shooter) - Team of 6
Role: Lead Programmer
Engine: UDK
4 Months, 2014
  • Designed the game concept, mechanics, and weapons
  • Developed the physics based Grappling Hook
  • implemented customizable controls and user settings
  • Created rocket launcher tyle weapon with remote detonation of projectile
  • Created auto turret with target leading for superior accuracy
  • Balanced weapon behavior and damage
Ethereality (2D Side-Scrolling "Metroidvania" Platformer) - Team of 5
Sole Programmer
  • Developed original game design
  • implemented double jump, wall jump, phase shift, and hover mechanics
  • Designed and implemented Enemy AI and combat system
  • Implemented multi-level support and minimap with exploration history
  • Added support for multiple endings based on player actions
View All Team Projects

Individual Projects

Individual Projects done at The Guildhall, adding new components and features to my custom  C++ Game Engine.
Thesis: Fuzzy Fitness Scoring for Companion AI Strategy Selection
Engine: Custom C++ Engine
  • Used fuzzy fitness scoring to determine which action a companion AI would choose based on the current scenario
  • Actions scored based on state of player, companion, and enemies, with the highest scoring action being selected, without need for actions to know about each other for special case handling
  • Companion AI tasked with managing its health, position, and mana to optimally benefit itself and the player, with the helping the player being prioritized

AI using Goal Oriented Action Planning
Engine: Custom C++ Engine
  • Real time planning, decision-making, and execution of multi-step plans for autonomous AIs
  • AI plan and execute Actions based on assigned Action List
  • Allows for rapid AI development by creating Actions and assigning them to Actors
  • A* pathfinding to goal location, with obstacles and variable-cost terrain

Data-Driven Roguelike
Engine: Custom C++ Engine
  • Creation of Tiles, Enemies, Entities, Items, and Maps done entirely with XML
  • Smooth interpolated movement, and multiple movement speed support (relative to player)
  • Fog of War, A* pathfinding for enemies , and line of sight for enemy visibility and aggro

Custom Vertex/Fragment Shader & Framebuffer Effects
Engine: Custom C++ Engine
  • Supports Diffuse, Normal, Bump, Parallax, Specular, Noise, and Emissive textures
  • Distortion and Travelling Wave vertex effects.
  • “Toon”, Warp, Underwater, Greyscale Frame Buffer Effects

Newton’s Cradle Physics Simulation
Engine: Custom C++ Engine
  • Precise handling of multiple collisions on same frame through rollback and integration up to collision points.
  • “Velocity” Verlet and Euler Integration
  • Adjustable time step, forces, coefficients, and number of weights

Custom 3DS Max Model, Animation, and Skinning Exporter Plugin
Engine: Custom C++ Engine
  • Custom dll plugin to export 3DS Max 2013 scenes, models, and animation
  • Importer to handle vertex data, bones, animation frames, and textures for playback

Additional Professional Experience

Software Engineering Intern – Lattice Semiconductor, San Jose, California 2012)
  • Implemented and tested new message APIs for proprietary Lattice Diamond© environment
  • Automated removal of legacy code and replaced with new APIs for Lattice Diamond© environment
  • Developed an algorithm and its implementation for Lattice’s wire Place & Route utility
  • Created utility scripts and programs for more efficient work flow and data management
View All Individual Projects

Education

  • Master's of Interactive Technology at The Guildhall at SMU, Plano, Texas, 2014
  • Bachelor’s of Science in Computer Science from Southern Methodist University with Honors in Liberal Arts, Dallas, Texas, 2012

Copyright © 2020
  • Home
  • Professional Work
    • PREY MOONCRASH
    • PREY
  • Student Work
    • Team Projects >
      • From The Ashes
      • Project Island
      • Sky Knights
      • Ethereality
    • Individual Projects >
      • Thesis - Fuzzy Fitness Scoring for Companion AI Strategy
      • Fighting Ants AI
      • CUDA Raytrace Rendering
      • Goal Oriented Action Planning
      • Data-Driven Roguelike
  • Resumé
  • About Me