Andrew Coggin

Engine and Game Programmer

6740 Davidson St #309

The Colony, TX 75056

andrew.c.coggin@gmail.com

(817) 999-3623

Cybernetic Entertainment - Programmer, 2018-Present

Luminant Music - Unity-Powered music visualizer

  • Implemented support for Spotify
  • Assisted with management of internal build system

Luminant Robots - Educational Entertainment App using Unity

  • Developed a block-building Lego-style system in Unity
    • All blocks were dynamically attachable/detachable
    • Supported efficient rendering via block automatic dynamic mesh welding and hidden block removal
    • Implemented A-star path finding for navigation and collision avoidance within a block scene

Nerd Kingdom - Programmer, 2017-2018

Unannounced Project - Unity-Powered game for PC, Mac, iPhone, and iPad

  • Implemented a fog-of-war style system, code and shaders, that reveals or modifies the look of the world wherever the player goes
  • Developed the backend for a fully functional Diablo-style inventory system and its items
  • Created a fully 3D UI for a Diablo-style inventory system that supported mouse and touch input
  • Implemented the character controller for the main character along with all its physics including swimming

TUG 2 - Survival Sandbox Game for PC and Mac

  • Implemented mouse-driven UI for the player’s inventory and item hotbars
  • Developed a fog-of-war style mapping system for the Eternus engine which included custom HLSL/GLSL shaders

Doppelgamer LLC - Programmer/Cofounder, 2015-2020

Xenophobia - Top-Down Roguelike for Multiple Platforms (Pre-Alpha)

  • Developed in collaboration with Skytrain Studios using our custom engine
  • Implemented 3D tileset system with cell-based scene management
  • Added material-based automatic shader fragment generation
  • Added skeletal mesh and animation support along with FBX importer
  • Implemented tracing, collision, and pathfinding
  • Developed particle system supporting billboards and beam/line emitters
  • Implemented 4-player co-op with system featuring RPCs, variable replication, and data compression
  • Developed simple scripting language used for data definition and commands
  • Wrote monster, item, and weapon code

Skytrain Studios - Programmer, 2012-2016

Skytrain Studios - Programmer

Cloud Spin - UDK-Powered Game for iPhone and iPad

  • Sole programmer; wrote all game code
  • Developed spline-based camera track code
  • Implemented gliding and sliding physics (slide mode was cut from final game)
  • Implemented UI including menus and in-game HUD
  • Implemented all game logic including scoring, leaderboards, and achievements

Unannounced Project - Physics-Based Side-Scroller for Mac, iPhone, and iPad

  • Sole programmer
  • Developed custom 2D-3D engine (C++) with support for endless horizontal scrolling
  • Developed OpenGL ES 2.0 renderer and support for static meshes and 2D animated sprites
  • Developed editor (Mac OS X) that featured actor placement and a spline-based ground creation tool
  • Implemented 2D dynamic collision system with support for inverted tracks and loops

Psyonix - Game Programmer, 2010-2011

Unannounced Project (Canceled) - Unreal-Powered, 3D Side Scroller

  • Modified Unreal's pawn, camera, and physics code to limit movement to 2D
  • Wrote custom 2D overlap avoidance code for dinosaurs
  • Implemented various gameplay system such as ledge-grabbing and check-points

A.R.C. Squadron (Multiplayer PC Version) - Unreal-Powered Jet Combat Game

  • Worked on capture the flag mode and weapon systems

Gearbox Software - Programmer, 2006-2009

Unannounced Turn-based Strategy Game for Nintendo DS and Sony PSP

  • Responsible for all game code on both Nintendo DS and PSP
    • AI and pathfinding
    • Tile visibility and fog of war
    • Unit animation and combat
    • Game state synchronization for multiplayer
    • In-game menus, windows, and states
  • Implemented core renderer and terrain tile system for the Nintendo DS version
  • Designed and implemented UI widget and menu window system

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