With over 10 years of games industry experience and 10 shipped titles, Ted Hung has always been interested in pushing the limits of creativity and storytelling in the interactive electronic entertainment industry.
As a programmer, a manager, a teacher, and an independent games developer, Ted has always strived for quality, fun, and meaning in everything he is involved in.
Specialties:
• Management
• Gameplay
• Scripting Languages
• Storytelling
• Visual Effects
• Graphics
• Teaching
Lead Mobile Programmer @ • Leading the technical development of a new and innovative mobile IP using Unity and C#
• Prototyping new gameplay features then iterating and polishing them to a high level of quality
• Involved in all technical decisions and the hiring for a small (4 people) agile team
• Crucial to ensuring the needs of design and art match up with the technical design
• Working independently and in a team to develop a highly polished mobile title for iOS and Android From May 2015 to Present (8 months) San Francisco Bay AreaFounder @ • Developed 3D game engine, tools for Max / Maya, level editor, UI, AI scripting language, localization, and dynamically reloading asset pipeline using XNA and C#
• Responsible for all aspects of independent games development for successfully released game Office DisOrders and upcoming game Life in the Dorms From July 2007 to Present (8 years 6 months) Senior Gameplay Programmer @ • Improved proprietary tools and technology for Level Designers to implement agility, sound, covers, and cinematic scripted events in the next Hitman game using C# and C++
• Implemented new AI techniques using a proprietary behavior tree for innovative gameplay mechanics involving being able to make NPCs unconcious From August 2014 to April 2015 (9 months) Copenhagen Area, DenmarkLead Mobile Engineer @ • Rapidly prototyped and iterated gameplay ideas using C#, Unity, and XNA
• Worked independently to transform prototypes into sandbox physics game Creatorverse on iOS, Android, Windows, and OSX using cocos2d-x, Box2d, C++, and Objective-C
• Lead team of programmers, testers, artists, and producers to add new features, bug fixes, in-app purchase (Apple, Google, Amazon), and a help system to Creatorverse
• Lead mobile development team on an unannounced project and ported the existing engine from Windows to iOS and Android using Objective-C and C++ From April 2012 to August 2014 (2 years 5 months) San Francisco Bay AreaSenior Gameplay Programmer @ • Mentored and managed junior engineers
• Initiated and led the improvement of debugging tools and processes across the entire company
• Drafted, reviewed, and tracked technical specifications for all areas of the game
• Implemented improved message center and Facebook Open Graph functionality in order to increase monetization using Python/Pylons, AS3, Javascript, MySQL From November 2011 to March 2012 (5 months) San Francisco Bay AreaSenior Programming Lecturer @ • Designed, scheduled, and implemented plan to teach the Advanced Diploma of Professional Games Development using Emergent Gamebryo
• Developed the programming skills of 27 students to a professional level in graphics, artificial intelligence, networking, physics, collision detection, optimization
• Mentored and managed five development teams consisting of 15 students each over 6 months for their final games development projects and their entry into games competitions (winner Best Graphics at Game Connect Asia Pacific 2009) From February 2009 to May 2011 (2 years 4 months) Melbourne Area, AustraliaSoftware Engineer @ • Researched various handheld technologies and middleware.
• Developed and architected the particle effect system for the Nintendo DS.
• Created spline and camera pathing system on Nintendo DS.
• Programmed debug UI and profiler for PSP.
• Profiled and optimized Thrillville for PSP Lua code.
• Implemented UI and integrated particle effects and audio into an unannounced Xbox 360 title.
• Developed and designed new IP for next generation consoles.
• Integrated and optimized Anark UI for Star Wars: The Force Unleased for PS3 and Xbox 360 From June 2006 to June 2007 (1 year 1 month) San Francisco Bay AreaSenior Programmer @ • Maintained and updated particle effects engine for Nicktoons: Unite! and The Barnyard
• Implemented particle effects editing tool in C#
• Designed and implemented pipeline for dynamic reloading of particle effects data in game
• Programmed special effects for Nicktoons: Unite!
• Advised and helped manage junior programmers From February 2005 to May 2006 (1 year 4 months) Melbourne Area, AustraliaSoftware Engineer @ • Scripted objects essential to gameplay for The Sims: Bustin Out
• Implemented ability to attach particle effects to bones of an object animation
• Worked closely with artists to create and design particle effect tools
• Implemented primitives to control lighting and animation through the scripting engine
• Created tools to improve work flow of scripters and artists
• Implemented load/save flow for The Urbz: Sims in the City
• Implemented a pipeline for adding positional audio tracks to the game
• Created game structure editor in C# for a next generation console engine From May 2003 to January 2005 (1 year 9 months) San Francisco Bay AreaSoftware Engineer Intern @ • Optimized completion of mip levels for terrain texture blending
• Enhanced texture caching for terrain texture blending
• Constructed modeling tools for particle systems in the generation of real time rendered clouds for the next generation commercial flight simulator
• Collaborated on implementation of realistic cloud shading and fly through algorithms From 2002 to 2002 (less than a year) Greater Salt Lake City AreaSoftware Engineer Intern @ • Implemented Intellisense technology for XML DocComments in Visual C#
• Programmed Automatic Interface Implementation for Visual C#
• Enhanced Browse Information for Visual C++
• Fixed bugs in both Visual C++ and Visual C# From 2001 to 2001 (less than a year) Software Design Engineer Intern @ • Evaluated a 64 bit port of shared 32 bit Office components
• Created a stripped down version of the shared Office components
• Modified the Office build system to support a 64 bit cross compiler
• Discovered and fixed errors in converting to the IA64 architecture From 2000 to 2000 (less than a year)
MET, Entertainment Technology @ Carnegie Mellon University From 2002 to 2004 BS, Computer Science @ Duke University From 1998 to 2002 Aloha High School From 1994 to 1998 Ted Hung is skilled in: Graphics, PS3, Game Development, Game Design, Gameplay, Video Games, 3D, Xbox 360, C++, Management, Animation, Maya, OpenGL, User Interface, Visual Effects, Lua, Scripting
Websites:
http://www.tedhung.com,
http://www.momentgames.com