Blaine Hodge

Senior Combat AI Engineer (Contract) at Obsidian Entertainment
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Location
CA
Languages
  • English -

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Dobes Vandermeer

Blaine is one of those programmers who "gets it." He takes a long view when adding features, putting systems in place first that make adding and changing those features easier; This pays great dividends later when the radical design changes come - as they always do. Blaine has a great passion for making fun games, and I hope I'll have the chance to work with him again one day.

Peter Grant

One of the brightest individuals I've worked with, Blaine is a quick thinker and a gifted programmer. I found him to be creative, resourceful and friendly in nature. He would be a pivotal member of any technical group.

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Experience

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Senior Combat AI Engineer (Contract)
      • Sep 2020 - Present

      Working on Combat AI systems and behaviours for The Outer Worlds 2 using Unreal Engine. Working on Combat AI systems and behaviours for The Outer Worlds 2 using Unreal Engine.

    • Canada
    • Computer Games
    • 1 - 100 Employee
    • Owner/Designer/Developer
      • Mar 2009 - Present

      Released game apps: Rebound Rivals - App Store Stinger Table Hockey - App Store Stinger Foosball League - App Store Team Canada Table Hockey - App Store and Google Play War Control - soon to be on App Store! One man, independent game developer. From concept, design, implementation, self publishing. Building games from the ground up from idea to App Store. Developed all areas of game using a mix of C++, Objective-C, Lua, Python. Building AI, physics, gameplay, UX, audio, networking. Using a variety of technologies: JSON, Collada, XML, Python, HTML. Objective C (iOS) and Java (Android) for binding the core engine to the platform. Working with Photoshop, Premiere Pro, and 2D/3D modelling packages. Now also using Ubuntu Linux for cloud based server development and deployment for upcoming title, War Control.

    • United Kingdom
    • Architecture and Planning
    • 1 - 100 Employee
    • Head of Development
      • Apr 2015 - Present

      Built 360 video VR player app for iOS, Android, and GearVR. 3DOF head/device tracking for mobile VR devices. Multi platform (Android, iOS, GearVR) OpenGL ES 2.0 shader based rendering. Video playback to OpenGL texture and shader. Support for 6 channel 3D audio playback for 360 videos. Player modularization and integration into front end. Work with Parse backend to supply video content listing. Built 360 video VR player app for iOS, Android, and GearVR. 3DOF head/device tracking for mobile VR devices. Multi platform (Android, iOS, GearVR) OpenGL ES 2.0 shader based rendering. Video playback to OpenGL texture and shader. Support for 6 channel 3D audio playback for 360 videos. Player modularization and integration into front end. Work with Parse backend to supply video content listing.

    • Lead Mobile Developer
      • Nov 2013 - Present

      Development of Objective-C and Swift based iOS app used for industrial welding inspecting. Details coming in time... : ) Development of Objective-C and Swift based iOS app used for industrial welding inspecting. Details coming in time... : )

    • United States
    • IT Services and IT Consulting
    • iOS/Android/OpenGL Developer
      • Jun 2013 - Feb 2015

      Took existing iOS game and converted Cocoa based world map rendering to use OpenGL for optimized animation framerates and to allow future porting to other platforms. Later, used Apportable SDK to port existing game from iOS to Android for release on both Google Play Store and Amazon App Store. Took existing iOS game and converted Cocoa based world map rendering to use OpenGL for optimized animation framerates and to allow future porting to other platforms. Later, used Apportable SDK to port existing game from iOS to Android for release on both Google Play Store and Amazon App Store.

    • United Kingdom
    • Independent Contractor
      • Feb 2012 - Aug 2012

      Contracted to work on development of a network based sports app with extensive interface animation released on the Apple App Store. Creating user interface with extensive artwork using Interface Builder, as well as adding interface animation and sound effects. Refactoring code, troubleshoot & fixing stability issues, optimizing runtime memory & load time, and reducing app download footprint. Contracted to work on development of a network based sports app with extensive interface animation released on the Apple App Store. Creating user interface with extensive artwork using Interface Builder, as well as adding interface animation and sound effects. Refactoring code, troubleshoot & fixing stability issues, optimizing runtime memory & load time, and reducing app download footprint.

    • Programmer (contract)
      • Apr 2010 - Jun 2010

      Contracted to provide technical and code support to multiplayer mission scripters using Lua for Driver: San Francisco. Helped debug script issues, investigate, debug and fix game engine issues. Contracted to provide technical and code support to multiplayer mission scripters using Lua for Driver: San Francisco. Helped debug script issues, investigate, debug and fix game engine issues.

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • Lead Programmer / Studio Co-Founder
      • Jun 2006 - Feb 2009

      (aka JGIE Vancouver) Worked on unnanounced titles. Primarily building animation and AI systems, both in the pipeline and runtime engine, to support development of dance and fighting games. Refactored existing PS2 game engine to enable artists and animators easier and more efficient process for getting their content through the game pipeline and into the game engine. AI and input systems to enable designers to have fine tune control over how animations transition together. Built a technology demonstrator for 3DV Systems' Zcam 3D sensing camera. Adapting above fighting game engine to incorporate 3D user gesture recognition, including direct collision detection with user's hands and a separate gesture recognition system to identify boxing punches and map them to specific game animations. Worked closely with 3DV Systems to help improve the SDK for ease of use, reliability, as well as performance.

    • Lead AI Programmer
      • Nov 2005 - Jun 2006

      Worked as Lead AI Programmer. Involved in a variety of areas: requirement gathering, planning, AI, and animation control. Created data driven hierarchical finite state machine technology being used by AI, player control, animation control, and cameras. Working with designers to develop creative and technical documentation and designs. Leading and organizing AI team. Worked as Lead AI Programmer. Involved in a variety of areas: requirement gathering, planning, AI, and animation control. Created data driven hierarchical finite state machine technology being used by AI, player control, animation control, and cameras. Working with designers to develop creative and technical documentation and designs. Leading and organizing AI team.

    • Software Engineer
      • 2005 - 2006
    • Canada
    • Manufacturing
    • Lead AI Programmer
      • Jan 2003 - Oct 2005

      Worked extensively on gameplay and AI aspects of the game. Headed up large refactoring efforts to facilitate adding game specific features to the engine. Integrated the Lua scripting language into the game to allow designers to script missions and add scriptable game content. Redesigned and refactored core character class to facilitate black box encapsulation between character and behaviours. Assisted and provided guidance for work on player character control. Assumed role of AI lead, primarily focused on combat, also covering civilian non-combatant behaviours. Designed and implemented soldier AI including: player controlled squad logic, fighting using cover behind environment and dynamic objects, using the environment and interactive objects like turrets, and mission specific behaviours. Designed and implemented manager responsible for generating military conflicts throughout the world. Designed and implemented tool to automatically generate path finding data and an A* based algorithm to navigate the world. Worked closely with designers, programmers, and animators.

    • Software Engineer
      • Jun 1999 - Dec 2002

      Worked on a variety of areas of Sims Live for Windows, chiefly in the role of fire fighter. Front-end, animation, animation control, tools, rendering, networking, and optimization. Assumed the role of render lead towards end of project. Designed and implemented initial game prototype for an unannounced title. Designed and implemented core gameplay AI engine: gameplay, input, animation, locomotion, physics, and coordinated group AI/choreography. Worked closely with animators on gameplay design and to create motion tree. Was part of the NBA Live 2003 AI team. Worked extensively on core game control logic connecting different modules in the game: AI, rendering, camera, replay, scripts, etc. Designed and implemented new presentation control modules, reducing the scope of the core AI module. Designed and implemented script & replay triggering, and replay buffer management. Designed and implemented coach AI logic. Additional work on core gameplay AI.

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