David Martinez

Game Developer, Traditional and Digital Artist

davidsdoor@hotmail.com

Seattle, WA 98107

Software developer, game designer, and artist with 10+ years experience in computer science and fine art specializing in realtime interactive software. Self-driven by the joy of learning game development. Proud and dedicated to providing the best code possible. Happy to work on passionate development teams and continuing to learn.

Education

2017 Bachelor of Arts

Eastern Washington University. Cheney, WA

Major: Studio Art and Printmaking

Minor: German

Independent Courses

Graphic Design

Visual Communication

Calculus IV

Linear Algebra

Physics I

Electrical Engineering I

Chemistry I

Geographic Information Systems

Free Code Camp Certifications

Responsive Web Design

JavaScript Algorithms and Data Structures

Coding Language Skills

C# (5 years) Game development and tool creation in Unity.

Cg/HLSL (3 years) Shaders and GPU processing in Unity

Java (3 years) University data structure projects and Project Euler algorithm practice

C++ (2 years) Arduino Maze-Solving robot and game controller interfaces

JavaScript (1 year) LeetCode algorithm practice and webpage scripting

HTML, CSS (1 year) Basic webpage development

Key Skills

Digital Art painting, 3D modeling, texturing, animation

Traditional Art printmaking, illustration, painting

Software Development game development for PC, user experience, GUI systems, tool creation, memory optimization, asset creation, unit testing, XML serialization

Electronics component replacement, part fabrication, maintenance, circuits, microcontroller systems

Mathematics vector physics, geometry, computer algorithms

Software Skills

Unity3d (5 years) Prototype game development, collaborative game projects, tool development. Focus: first-person mechanics, mesh generation, physics, optimization

Blender (2 years) 3D modeling for game engines using mesh creation, UV mapping, Texture painting, and animation. Modeling replacement parts to be 3D-printed for electronics repair

Photoshop (10 years) Photo manipulation and digital painting

Git (2 years) Version control for coding projects, documents, and distribution of Unity packages through GitHub

Microsoft Office/OpenOffice (5 years) Spreadsheets and database management

Projects

First-Person Arena Action Prototype

Unity3D 2017 -- present

Developed as a mechanic base for future games from the ground up with emphasis on modular features and physically accurate, intuitive movement. Included demos: bot combat arena, interactive Escher art, and an obstacle course movement showcase.

Goal: Create a reuseable collection of assets and gain experience in the most important aspects of game design.

Features: advanced physical character controller, arbitrary gravity, custom input manager, developer's console, bot AI, 3D mesh navigation, inventory system, scene serialization, OS-style GUI

Technologies: C#, .Net data structures, async methods, attributes, reflection, class polymorphism and interfaces

Adventure Game Collaboration

Unity3D 2021 -- present

Two-person collaborative project to create a first-person action adventure game demo using the FPS prototype to supply the core framework.

Goal: Develop a short demo serving as a modern re-imagining of the mechanics of the 1998 game Trespasser to gain experience in modeling, animation, level design, and collaboration.

Involvement: scripting, mesh and texture optimization, scene prefab asset creation

Features: Reaistic interactive environments, time-based architectural lighting

Technologies: Unity Collaborate (version control), mesh and texture optimization for game engines, texture baking, user-friendly tool development

Astronomy Simulation Skybox Package

Unity3D 2019 -- present

Developed a solution for accurately simulating the sky as seen from Earth. Capable of accurate positioning of the sun and stars for any time and place on Earth.

Goal: Develop and distribute through GitHub a Unity package for creating a realistic 3D skybox for any scene.

Features: Date, time, and location manager, API for astronomy formulas converted to use quaternions for simplicity and accuracy, procedurally generated stars using real celestial body data, location-accurate day/night cycles, skybox-matching dynamic lighting

Technologies: C# LINQ, shaders, Unity package distribution through GitHub, celestial coordinate systems

Isosurface Terrain Mesh Generation Package

Unity3D 2019 -- present

Developed a Unity package for generating isosurface meshes ranging from infinite procedural terrain to realtime organic moving surfaces using a selection of custom signed-distance field modeling tools.

Goal: Develope and distribute through GitHub a versatile and efficient signed-distance modeling tool for Unity.

Features: infinite static procedural terrain generation on three axes, realtime small-scale chunk regeneration for moving surfaces, modular surface, shape, blending, and lattice algorithms

Technologies: GPU parallel processing, compute shaders, marching cube mesh generation algorithms, signed-distance field shape formulas, matrix transformation

Work History

Freelance Illustrator

Fine art sales and commission-based illustration April 2018 -- Present

Inventory Inspector

Temporary warehouse inventory database correction
March 2021 -- April 2021

Contract Home Renovator

Demolition, painting, deck and siding construction
June 2020 -- December 2020

Mix Lead, Ferment Production

Lead ingredient mixer, small company general labor
August 2017 -- July 2018