Daniel Kim
Game Programmer at PlayMechanix- Claim this Profile
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Topline Score
Bio
Experience
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Play Mechanix
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United States
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Entertainment Providers
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1 - 100 Employee
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Game Programmer
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Apr 2011 - Present
Minecraft Dungeons Arcade - Added hardware support for scanning barcodes on player cards - Added hardware support to dispense player cards upon each play Nitro Trucks Halo: Fireteam Raven - Integrated FMOD sound system into game engine - Added support for static shadows - Rehauled old data compiler to work faster as a Maya plugin The Walking Dead Programmer - Acted as programmer lead to add gameplay features as requested by the designers - Used Linux-based profilers to optimize slow areas of the game engine - Collaborated with engineers from Raw Thrills to implement new crossbow hardware and fix hardware issues MotoGP: Programmer - Used a licensed engine to implement an interface system that synced data over a network - Implemented menu system, game flow and light show during attract mode - Added engine support for webcams to take pictures of players during gameplay Aliens Armageddon: Programmer - Implemented new graphical features to the game engine, such as SSAO and hemispheric ambient lighting. - Added GWEN, a new third-party user interface, to use for the game's tools. - Worked with other engineers to enable force-feedback in the game's proprietary guns - Worked with artists and designers to add graphics and engine features Big Buck Hunter HD: Programmer - Programmed in a wide variety of systems, including graphics, audio, user interface, tools, and gameplay. Show less
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Volition
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United States
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Computer Games
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1 - 100 Employee
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Associate Programmer
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Feb 2010 - Mar 2011
Red Faction Armageddon: Gameplay Programmer - Implemented gameplay features and provided bug support for designers. - Updated and maintained the game engine's scripting system - Helped develop a pipeline for creating real-time cutscenes UI Programmer - Implemented mouse and keyboard interface functionality to the PC version - Worked with artists, designers, and other programmers to change the interface screens to work in the context of a mouse and keyboard. Saint's Row 3: UI Programmer - Implemented mouse and keyboard interface functionality to the PC version of Saint's Row 3, similarly to the work done on Red Faction Armageddon. - Collaborated with artists and designers to convert interface screens to work in the context of a mouse and keyboard. Show less
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Volition
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United States
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Computer Games
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1 - 100 Employee
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Programming Intern
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May 2009 - Aug 2009
- Worked with artists and other programmers to add features and fix bugs with the proprietary level editor and asset viewer. - Implemented preliminary light destruction system for Red Faction: Armageddon - Worked with artists and other programmers to add features and fix bugs with the proprietary level editor and asset viewer. - Implemented preliminary light destruction system for Red Faction: Armageddon
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Education
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University of Illinois Urbana-Champaign
B.S., Computer Science