“I worked with Chris at Echtra. He was in short, great and everything you'd want from an engineer. He jumped right in and began asking good questions around player value and helped drive clarity around the problems we were dealing with. I would absolutely work with him again in a heartbeat.”
About
Experienced engineer of action and strategy gameplay, 3Cs, game AI, multiplayer…
Experience
Education
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University of California, Berkeley
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In a computer graphics class, I used OpenGL, Win32 API, linear algebra, and C to program dynamic culling as described in the paper "Portals and Mirrors: Simple Fast Evaluation of Potentially Visible Sets" by Luebke and Georges. The application updated occlusion culling when the user added or removed triangles in a dense mesh.
Projects
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Hands-On Machine Learning w/ Scikit-Learn, Keras and TensorFlow (exercises)
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(individual, side project) I learned the foundational techniques of Machine Learning by coding solutions to the exercises for ten chapters of this book, which is about high-level implementation, published by O'Reily.
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Soft Body Simulation
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See project(individual, side project) Squish! This is a quick exploration of procedural methods for deforming meshes in response to collisions with other objects, specifically, character meshes made of jelly (slimes!).
My repository received 325 stars and 49 forks. -
VR game mechanic prototypes for HTC Vive
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(individual, side project) Designed and programmed 6 prototypes to explore game mechanics, including environment geometry modification via player locomotion or motion controls, and construction of novel, physically simulated objects by combining pieces with motion controls.
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VR mode experiment for indie game, Oculus Rift
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(indie, side project) Created an experimental VR mode for a friend's 3rd person indie game for Oculus Rift (DK1) and Unity
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OpenGL rendering of Quake 3 Arena maps
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(individual, side project) I used OpenGL, Win32 API, and C to program an application to render Quake 3 Arena maps, in their original binary file format.
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OpenGL rendering of dynamic Potentially Visible Set paper
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I used OpenGL, Win32 API, vector math, and C to program an application which implemented a culling algorithm from the paper "Portals and Mirrors: Simple Fast Evaluation of Potentially Visible Sets" by Luebke and Georges. The application updated occlusion culling when the user added or removed triangles in a dense mesh.
Recommendations received
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