Viridian Games

The professional blog of Anthony Salter, game programmer.

My Resume

Click here to download my resume in Word format.

Click here to view screenshots and more in-depth information on my work.

Anthony Salter Email
Phone
Web
Mail
anthony.salter@gmail.com
512 837 3773
www.viridiangames.com
1215 Slaughter Ln. #1412, Austin, TX 78748

An experienced programmer in Austin, Texas.


Professional Experience

iPhone Game Programmer 2009
Title:
Tools Used:
Languages:
APIs:
Inara (2009)
Xcode, Instruments, Visual Studio
C++, Objective-C
OpenGL ES, OpenAL
  • An RPG for the iPhone deliberately patterned after the old Ultima and Questron series of games.
  • All the systems of an RPG implemented – exploring, combat, buying and selling, conversing and character improvement.
  • World editor enables quick creation of content, allowing the user to draw terrain, place NPCs and items and link maps to each other.
Freelance User Interface Programmer 2009
Client:
Title:
Tools Used:
Languages:
APIs:
CrazyBump Software
CrazyBump for Macintosh (2009)
Xcode, Instruments, Visual Studio
C#, C++, Objective-C
Qt 4.5
  • Ported the GUI of the popular PC graphics tool CrazyBump to the Macintosh.
  • Converted controls originally written in Microsoft C# to the Qt 4.5 API in C++.
  • Created several custom UI components which were not natively supported by Qt 4.5.
Game Programmer II, Aspyr Media 2006 – 2008
Shipped Titles:
Tools Used:
Languages:
APIs:
Top Spin 2 (PC), The Sims Castaway Stories (PC), futureU (PC)
Visual Studio 2003, 2005, PIX, Photoshop, 3ds Max, PerForce
C++, XML, Lua
Direct3D, FMOD, FBX, Scaleform
  • Created a scriptable 3D camera system, with special film effects, for in-game cinematic sequences.
  • Upgraded games and installation programs from Windows XP to Windows Vista compliance, including registering games with the Vista Games Explorer.
  • Developed a from-scratch Direct3D renderer that loaded FBX files and displayed and animated them using a custom-written cartoon shader using vertex and pixel shader 2.0.
Game Programmer, Gizmondo Studios 2005 – 2006
Shipped Titles:
Tools Used:
Languages:
APIs:
Hit & Myth (Gizmondo Handheld Console)
Visual Studio 6 and 2003, Photoshop, AlienBrain
C++, C#
OpenGL/ES, FMOD, XForge, .NET
  • Developed Convex, a .NET-based conversation editing tool written in C# that allowed designers to move dialog boxes around and link them together in a visual manner.
  • Created the user interface, sound system, conversation system, full-screen video system and font rendering system for a handheld console using OpenGL-ES.
  • Responsible for programming support to allow localization in five languages.
Game Programmer, Multimedia Games 2001 – 2005
Shipped Titles:
Tools Used:
Languages:
Life of Luxury (PC), Big Tippers (PC), Hollywood Squares (PC)
Visual Studio 6, Photoshop, SourceSafe
C++
  • Developed DirectX casino games for Windows-based arcade systems.
  • Programmed drivers for unique hardware such as LED boxes and card readers.
  • Published over thirty games.
Tools Programmer, Human Code 1999 – 2001
Shipped Titles:
Tools Used:
Languages:
Jesse’s Wild West Rodeo (PC)
Visual Studio
C++
  • Was the first person to hold the title of “Tools Programmer” at Human Code.
  • Created tools that allowed designers to quickly create levels for two of the minigames in Jesse’s Wild West Rodeo, based on the Pixar movie Toy Story 2.
  • Also performed QA on several other games, including Mickey Saves the Day and Barbie Pet Rescue.
Quality Assurance, 3DO 1998 – 1999
Shipped Titles: Crusaders of Might and Magic (PSX)
  • Was the sole quality assurance person on 3DO Austin’s first title, Crusaders of Might & Magic.
  • Tested for crashes, memory leaks, out-of-bounds conditions and other crippling bugs.
  • Made design suggestions that were incorporated into the game.
Technical Support, Dun & Bradstreet 1996 – 1998
  • Provided technical support over the phone for customers of Dun & Bradstreet software, including Risk Assessment Manager.
  • Was routinely rated very high in quality of customer satisfaction.
Technical Support and Quality Assurance, Origin Systems 1994 – 1996
Shipped Titles: Privateer II (PC), Crusader: No Remorse (PSX)
  • Provided technical support over the phone for customers of Origin Systems, Bullfrog Productions, Jane’s and Electronic Arts software.
  • Also provided hints for games over the phone, and was considered one of the “hint gurus”.
  • Was routinely rated very high in customer satisfaction.
  • Provided quality assurance on Privateer II: The Darkening and the PlayStation version of Crusader: No Remorse, as well as technical support for both titles after release.

Comments are off for this post

Comments are closed.