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Krishnakanth Mallik Chaganti Homepage: www-scf.usc.edu/~kchagant 1289 W Adams Blvd Apt #4, Los Angeles 90007, CA Email: [email protected] Cell. +1 (213) 446 9968 EDUCATION University of Southern California , Los Angeles USA MS. Computer Science with Specialization in Game Development Vellore Institute of Technology, Vellore INDIA BTech. Computer Science and Engineering [Aug 11 – May 13 expected] [July 06 – Aug 10] TECHNICAL SKILLS Languages APIs Software Platforms: C, C++, C#, Java, JavaScript, Lua OpenGL/GLSL, CUDA, OpenCV, OpenMP, ARToolkit, Springs, Struts Visual Studio, Eclipse, XCode, MySQL, Git/Perforce/Subversion Windows, Unix/Linux, Mac OSX EXPERIENCE Heavy Iron Studios, Los Angeles CA Programming Intern [May 12 – Present] Credited for the game, Disney’s Epic Mickey 2 The Power of Two – Wii U. Implemented low level game engine components for the Nintendo Wii U game console. Optimized math library using SIMD intrinsic for the native hardware and increased frame rate by 7 percent. Thinking Monkeys, Gurgaon India Game Programmer [Mar 11 – July 11] Refactored and re-implemented where necessary the existing game engine code to be more extensible and loosely coupled with gameplay code. Developed tools to increase throughput of the art team. Centre for Visual Information Technology, IIIT-Hyderabad India Research Intern [Dec 09 – July 09] Developed a new Natural User Interface (NUI) for Augmented Reality applications and an Augmented Reality game called ARMaze to demonstrate the new NUI. Developed a physics engine that is capable of integrating the physical properties of all the physics objects in the game world at real time frame rates. Defence Research and Development Organization (DRDO), Hyderabad India Summer Intern [May 08 – Aug 08] Ported and optimized a 3D graphics application to use OpenGL and meet real time constraints. University of Southern California Lead Programmer on project DuelPong Directed the design and implementation of the game components. Assigned tasks and managed a team of 5 programmers. Implemented pseudo physics, collision detection and resolving, inventory system, ability system and the AI subsystem. Wrote the networking code for online multiplayer. Network Engineer on project CoreOverload (core.metagame-studios.com) Worked closely with Gameplay and UI programmers to develop components of the game that needed to be replicated over network in this online multiplayer game. There are 46 people working on this game including game designers, artists, composers and 14 programmers. Team Lead on USC Gamepipe Game Engine Nvidia PhysX team: We integrated Nvidia PhysX into USC Gamepipe game engine enabling game objects to have physical properties and interact with each other based on the rules of physics. Team Lead on USC Gamepipe Game Engine AI Scripting team: We developed an AI subsystem which can generate Navigation Meshes on a given geometry and perform path finding on the same. We developed a Lua scripting interface for the AI. Developed a programmable software renderer from scratch. Developed a 3D mesh editing tool from scratch. STRENGTHS Good with large software systems and understanding their architectures. Focused on writing clean, efficient and scalable code. Works well in a team environment, capable of leading small programming teams and make informed design decisions. Good analytical and problem solving skills. Good at mathematics and physics. Quick learner and adaptable to changes in technology.