Madan Mohan Reddy Kandula

3700 Preston Road, #1236, Plano, Texas 75093 (716) 400 – 1250

• • To Defy Reality January 2005 – July 2006

Professional Certificate in Digital Game Development specializing in Software Development, Guildhall at SMU, Plano, Texas, USA, GPA 3.9 Masters of Science in Mechanical Engineering, SUNY, Buffalo, USA, GPA 3.4 Bachelor of Engineering in Mechanical Engineering, Osmania University, Hyderabad, India, GPA 3.5 : Distinction : 74%

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August 2002 – January 2005 August 1998 – August 2002

Guildhall Team Game Experience

Shantytown – Half Life 2 Project • Programmed game play module for item interactions • Analyzed and coded specific functions for game puzzles in game design document • Major contributor for special effects coding in a two person team • Modify Level Editor functionality of half life 2 to support adventure game play style Metal Quest – convert Quake 2 into RPG engine • Programmed Progressive Mesh algorithm to support continuous mesh level of detail • Vertex Buffer Objects for high poly mesh support • Programmed friendly AI NPC • Built follow player AI Mythos – Unreal 2K4 project • Programmed HUD and Interface elements • Major contributor in design and coding for player rune powers • Programmed X-ray vision player power up

January 2006 – present

July 2005 – December 2005

April 2005 - June 2005

Game Technology
Trolloc Engine • Abstract framework to support openGL and DirectX • Scene Graph, Collision Detection and response • Runge-Kutta, forward, backward euler integrators • Math library - Quaternion, matrix, vector operations • Hermit and Catmull-rom spline interpolation

January 2005 – present

ANSYS. Simulated Annealing June 2003 – June 2004 October 2002 – December 2002 • Work Experience • • Gym Facility Front Desk Monitor. openMP. Artificial Neural Networks.Java.guildhall. Visual Basic. FEM/FEA. buffalo Food Service. MATLAB. Visual studio. Multigrid algorithm Heuristic Optimization . Win32 API. Plano.smu. refraction environment mapping Horizon Collapse • 3D vector game with 2D image sprite animations • Implemented Software rendering using Win 32 GDI for the 3D pipeline August 2005 – December 2005 January 2006 – present February 2005 – March 2005 Masters Thesis Parallel Granular Flow Simulation • Programmed fluid dynamics of particle physics in C • Utilized Message Passing Interface (MPI) for multithreaded programming on distributed memory architecture of SGI origin 3600 January 2004 – January 2005 Software Skills • C/ (716) 400 – 1250 Trolloc Engine • GPU bone animation using quaternion math • 3D Studio Max exporter for this engine • Normal Mapping with OGL ASM and DX shader2.0 • Progressive Mesh LOD for meshes • Chunk LOD algorithm for terrain rendering • Stack based scripting language Terrain rendering with Geometry Clip Maps • Dynamic streaming of terrain data to GPU from hard disk. buffalo .Genetic Algorithm. #1236. Texas 75093 mkandula@smu.• Mass-Spring-Damper system for mesh and surfaces Page 1 of 2 Madan Mohan Reddy Kandula 3700 Preston Road. FSA. SQL server. MPI. uses Trolloc Engine • Quad Tree Frustum Culling • T-junction handling by progressive layer blending Fluid Surface Simulation • Surface physics using grid of connected springs • Implemented rigid body dynamics of Floating body • Reflection. students. MS office. SUNY. SUNY. DirectX. Multithreaded Programming.

MOD. graphics. video. PS2. computer. PC. multi core Page 2 of 2 . virtual reality.Keywords : Direct3D. soft body. shared. console. Xbox.

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