Résumé

Doug Macdonald

www.dougwillsave.us | dmacdona@digipen.edu

574.527.5307

Objective: To program video games which captivate players and challenge my abilities as a developer.


Skills and Experience

  • Programming Languages: C++, C, C#, ActionScript 3, HLSL, Lua, XML, Visual Basic, HTML
  • APIs: DirectX, Flixel, Winsock, FMOD
  • Software: Visual Studio 2003/2005/2008, Microsoft Xbox 360 SDK, Nintendo DS Nitro SDK, TortoiseSVN, JIRA, PREfix, PREfast, Adobe Photoshop, Adobe Flash, FlashDevelop, Game Maker, Microsoft Office, Audacity, FL Studio
  • Platforms: Windows PC, Nintendo DS, Nintendo Game Boy Advance, Nintendo Game Boy Color
  • Gameplay: Rapid prototyping, scripting, game design, authoring game design documentation, focus testing

Education

DigiPen Institute of Technology: September 2006 – April 2010

Bachelor of Science: Real Time Interactive Simulation, Minor: Mathematics

GPA: 3.54/4.00, graduation anticipated May 1, 2010


Work Experience

Software Design Engineer in Test: May 2009 – August 2009

  • Employer: Microsoft, through Aditi Staffing
  • Responsibilities: Performing code analysis on Xbox 360 titles and recommending solutions to all problems found, modifying C++ game code to allow compilation on non-native platform, creating and maintaining tools

Xbox 360 Precertification Tester: June 2008 – August 2008

  • Employer: Bungie Studios, through Excell Data
  • Responsibilities: Completing test passes, ad-hoc testing, writing and regressing bug reports, certification requirement verification

Game Development

Rev.Eng (team: 5 programmers, 6 artists): May 2009 – present

A 3-D 3rd person shooter emphasizing exploration and fast-paced combat where the player can steal abilities from enemies.

  • Wrote the PhysX-based physics engine and acted as gameplay programmer. Implemented player attacks, collision resolutions, and support functions for AI and tools developers. Scripted object behavior in Lua. Served as lead designer and wrote Game Design Document. Developed in C++.

Super Fighting Cyber Knight (solo project): November 2009 – December 2009

A 2-D top-down shooter/beat-‘em-up game for the Nintendo DS.

  • Programmed and designed the entire game (including level scripting, player attacks, and enemy AI). Developed in C++ using the Nintendo DS Nitro SDK.

FossaNova (team: 3 programmers, 2 artists): September 2008 – April 2009

A 3-D platformer focusing on linear run-and-jump challenges.

  • Wrote the entirety of the game’s physics code and much of the game logic, including implementing a variety of terrain types and their unique effects on the player character. Led and managed the team as producer. Developed in C++.

Resonance (team: 4 programmers): May 2007 – May 2008

A 2-D rhythm/beat-‘em-up game where the player plays short songs in order to perform special attacks.

  • Designed and scripted the levels, scripted the objects and attacks in Lua. Designed the game and wrote the Game Design Document. Developed in C++. Coded the level editor in C#.

Awards

  • 2009 IGDA GDC Student Scholarship recipient
  • Three “Best of Show” awards at Association for Indiana Media Educator’s Media Fair.