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Resume:
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View it as text
Download in Word format
Projects
Programming:
Rocket Coaster
Moview
Target Arena
ToonBall
Design:
Challenge vs. Frustration
Stalingrad
3D Productions:
"Don't Slam the Door!"
Robotank
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Marcin's Resume and Projects Page
Update: On Thursday, June 27, 2002, I accepted a programming
position with Ensemble Studios, makers of the Age of Empires series of games.
Needless to say, I am incredibly excited and consider myself quite fortunate for
getting the chance to work with such a great team of people. Ensemble's next big
game is Age of Mythology, which is coming out later this year. I would like to thank
everyone who contacted me and all the people who provided me with encouragement
while I was trying to find a job in the game industry.
I will leave my projects and demos here along with brief descriptions
and download links where available. This is mainly to preserve a bit of
history. I doubt that I will update this page much, so don't worry
about not checking back often :). Thanks for stopping by!
Welcome to my page! Here, you can find links to my resume in various
formats. More importantly, you can find descriptions and other information
about projects I've been involved with. If you'd like to contact me, please
write me at: marcin @ cs.wisc.edu.
About Me
I am very much into video games. I play them on all systems -- PC,
Gamecube, Xbox, PlayStation 2, and Gameboy Advance.
I analyze them to death, and talk about them all the
time. This translates into a love of making games as well. Although I've
been too busy to spend a lot of time on games of my own, I've had a great time
making games for school obligations (Target Arena and ToonBall). I also take the
design and architecture of games very seriously, which has led me to
read through a fair number of books on this and related topics (I have read
through both Game Programming Gems books, along with Game Architecture and Design,
Swords and Circuitry, Secrets of the Sages, Effective C++, and Code Complete, among others). I also regularly read Game Developer magazine and articles on several websites (Gamasutra, FlipCode, GameDev.net, etc).
Recently, I've also come to know the joys of 3D movie-making through UW
Madison's graduate-level Computer Animation course (taught by Mike Gleicher). It
was a great experience for me to work with a team and put together a finished
product. I got comfortable with Alias|Wavefront's Maya, which, in spite of its
pitfalls, I really enjoyed using.
In general, I want to make a solid contribution to the entertainment
industry, whether it is in video games or CG special effects.
I am a perfectionist at heart; when I have a vision for something I'm working
on, I pursue that vision relentlessly. I don't settle for "second best". This is
exemplified in practically every project I work on, whether programming, 3D
modeling, or something else. I am looking forward to finding a place where I can
work with a driven team to accomplish some truly amazing things.
I'm happy to be finally finishing up my second undergraduate degree. Second,
you ask? I originally spent four years here at UW Madison getting a Genetics
degree in preparation for medical school. Even though I'd always liked
using computers, and taught myself C++ during high school, I thought I wanted
to go into a career that would provide me with financial stability (i.e., I
wanted to make a lot of money). I even went through an entire year of medical
school, at which point I realized that medicine really wasn't right for me. So,
I took a huge leap of faith and withdrew. I then applied for re-entry as a
Computer Science undergraduate, was accepted, and the rest is history.
Resume
View it as HTML
View it as text
Download in Word format
Projects
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Programming
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Rocket Coaster
This is one of my favorite projects, done for Computer Graphics. In three
weeks, my partner (Andy Selle) and I spent over 100 hours each trying to make
it as good as possible. It uses a number of advanced graphics techniques, and
we also came up with our own algorithms to do particularly interesting things
like arbitrary numbers of reflecting pools of water and properly oriented wheel
trucks on the rails. Andy did a large amount of the math programming (e.g.,
spline math, arc length parameterization, conservation of energy). I did much of
the UI and implemented many of the graphics routines (picking, shadows, reflections,
terrain), with the notable exception of the particle system, which was designed
by both of us but implemented by Andy.
Note: Since the source code for this project is the solution to a class
assignment, I cannot post it here. However, if you are an employer who would like
to see the code, please e-mail me and I will send you an archive with the code and
notes about which sections I was responsible for implementing.
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 download it!
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Moview
I worked on this with Andy Selle again, although the
project was for the graduate-level Computer Animation course. We spent a large
amount of time working on the interface (making sure it was intuitive,
responsive, and aesthetically pleasing), and we also implemented a bunch
of "extra" features, not the least of which was linear-blend skinning. Andy
focused on the path editing portion, while I put together the "glue" that would
allow us to implement the other required features. I again focused on the UI
and graphics routines, and split the task of implementing skinning with Andy.
Note: As in the case of Rocket Coaster, if you are an employer who wishes to
see the source code, just send me an e-mail.
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 download it!
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Target Arena
This is a first-person target-shooting game I created using the LithTech
Development System. It was developed for use in a new Computer Games Technology
course taught here at UW Madison by Professor Stephen Chenney. I was assigned to
study LithTech and Crystal Space and figure out which one to use for this new
course. Ultimately, I decided that LithTech would serve as a better platform
because it was more feature-complete and had a full-time support staff that I
could call on in emergencies. I will post more
detailed information, including some of the issues I encountered when using
a professional 3D engine, as soon as I have time.
In the meantime, you can download the demo and run it by using the "RunDebug.bat"
batch file in the "Target Arena demo\bin" directory. It uses FPS controls (WASD for
control, mouse-look, LMB fires a rocket, MMB jumps, 'M' opens the menu screen, 'R'
restarts). The game requires DirectX 8.0a or higher. (Note: if the game appears
jerky, hit '~' to open the console and type "maxfps 30" -- there is an issue with
this version of the engine and high frame-rates).
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 download it!
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ToonBall
After I finished working on materials for the Games course, Professor Chenney
gave me a new task: implement a game to demonstrate his new cartoon physics
simulator. ToonBall, a breakout clone, is the result. Soon, I will post
more information, including a brief explanation of the algorithms
used to simulate cartoon physics. I will also put up a link to a binary.
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Design
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Article: "Increasing Challenge Without Frustrating Players"
Last summer, I came across a call for contributors for a new game design book.
At about the same time, I was playing several games that were very annoying
because they confused challenge with frustration. I decided to submit an
article to the book about this topic, because I feel it is a very important
thing to keep in mind when making a game, and because it is possible to lose a
player forever if one takes too many liberties with the player's good will. The
book is called Game Design Perspectives (linked on the right), and will be
published around the middle of May by Charles River Media.
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Stalingrad
Stalingrad is a modification for Quake 3 Arena. It is a collaboration
between artists and directors in California and programmers and designers at
UW Madison. My work on this was to restructure the original design document so
that it would be more usable to the rest of the team. This meant reorganizing
it and adding a number of new sections to flesh it out. It also
meant I had to figure out exactly what the design vision for the mod was going
to be, since we wanted to put it down on paper and avoid future
misunderstandings. The link on the right points to the Stalingrad home page.
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3D Productions
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Short Film: "Don't Slam the Door!"
This was to be the second of three projects for the graduate Computer Animation
course I took this semester. However, everybody's project got so big that Mike
Gleicher decided to extend the deadline several times. This resulted in me and my
group (Matt Anderson, Stephane Blardone, and Steven Wijaya)
putting in over 1000 combined hours working on this project over the last few
weeks of the semester. I personally spent a lot of time trying to add small details
that would help sell the images, such as dirt overlays on the main building and small
trim pieces on the demolition tank. In addition, I created several dozen scripts
and expressions to help make the scenes come alive (the dirt being plowed by the
tank in the beginning, the camera shake in various scenes, etc). Take a look
at the movie by clicking the link on the right (the file is about 40MB, and
requires Divx 5.0.1).
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 download it!
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Very Short Film: "Robotank"
To get used to the movie production pipeline in the Animation course, we were
asked to do an art assignment. This was mine: a short clip of a robotic tank
rolling into a room, seeing itself in a mirror, mistaking its reflection for an
enemy, and destroying the mirror.
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 download it!
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