Michael Privett

Michael Privett Email and Phone Number

Graphics Programmer at Medical Simulation Corporation @ Vigil Games
Michael Privett's Location
Fuquay-Varina, North Carolina, United States, United States
Michael Privett's Contact Details

Michael Privett work email

Michael Privett personal email

n/a
About Michael Privett

Seeking a permanent position as a Senior Graphics Engineering with a cutting edge company.[Post Processing and Shader Effects]HDR Tone mapping, Raleigh-Mie atmospheric scattering, Automatic exposure control, Bloom, God rays, Crepuscular rays, Layered Scrolling Fog, Ambient occlusion, Screen space diffuse scattering, Motion blur, Depth of Field, Tone mapping, Smoke, Haze / Distortion, Blurring, Radial blur, Coronas, Edge detection, Streak filter, Color correction,RGB to HSV, HSV to RGB, Sepia Tone, Dodging, B/W old TV, BRDF, Velvet, Plastic, Metal, Rainbow, Rain, Snow, Fog, Lightening, Parallax mapping, Glass, Cellophane, Membrane, Carton, Hatching, Night Vision, Thermal, Infrared, Soft Particles, Animated texture video distortion effects, Particles able to grab center color and blend, use to pull color and swirl.Terrain texture blending using a blend map to control per pixel blending of six texture maps with normal maps. Ambient map, Two Diffuse maps that can be blended, Detail map, Dirt map, Specular map, Shine map, Shine Power map, Illumination map, Translucent map, Filter Color map, Bump map, Normal and Normal with Parallax information map, Reflection map, Refraction map. Support for AVI animated maps and animated blend amounts between maps. Assignable attributes, like flammability, impact sound played, tensile strength, etc.Projected light or shadow textures with rotation and scaling. Point lights, directional lights, spot lights, utilizing Deferred Lighting, Phong, Blinn, Cook-Torrance, Oren-Nayer , Ward, and Hemispheric Lighting. Spherical Harmonic lighting. Shadow Volumes, and Cascaded shadow mapping techniques. Automatic exposure control. Wrote one of the first Normal map generators with support for animated AVI normal maps. Light map generation and packing into texture. Radiosity heat transfer using hemicubes to speed up calculationsSpecialties: [Engines] - Unreal 2, Unreal Tournament, Unreal 3, Net Immerse, OGRE, several I have written from the ground up.[Languages] - C, C++, ASM, Visual Basic, Java, Scripting tools[Platforms] PC, XBOX, PlayStation, Mobile, XNA[Image formats] TGA, BMP, GIF, TIF, JPG, DDS, PNG, AVI, MPEG, FLC, FLI, ICO, PCX, PGM, PIC, PNG, RAW[Model Formats] 3DS, MAX, DXF, OBJ, FBX, MDL, ASC, ASE, FLT, LWO, Poser, MD2, MTL, SCN, WRL, VRML[Motion formats] BIP, CSM, and BVH, with bone matching

Michael Privett's Current Company Details
Vigil Games

Vigil Games

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Graphics Programmer at Medical Simulation Corporation
Michael Privett Work Experience Details
  • Vigil Games
    Sr Engine Programmer
    Vigil Games Jul 2011 - Present
    Austin, Tx, Us
    Graphics / Engine/ Paticles DirectX bug fixes, core low level feature requests. Develped silhouette shader for indentifing import game assests. Developed height-based and distance-based fog FX/graphics.Implemented blending of skydomes from region to region (cross-blending multiple skydomes).Added skinned boned attachments that animated independent of the primary character it was attached to.
  • Medical Simulation Corporation
    Senior Graphics Programmer
    Medical Simulation Corporation Dec 2008 - Jan 2010
    Implemented a bone skinned animation system that was required to conform to vessel spline physics, improving the current catheter deployment systemReplaced coping of large amounts of data for image capture replay with a real time video capture and playback system which allowed us to rework of the system to use a traditional scene graph systemAdded support for multisampling and alpha multisampling improving visual quality significantlyFixed several multithreading problems that had been causing the system to crash for many releasesCorrected multiple DirectX problems that improved performance, visual quality and overall engine stability
  • Thq, Kaos
    Senior Graphics Engineer
    Thq, Kaos 2007 - 2009
    Worked vigorously to provide bug fixes and support code to pass Microsoft Xbox360 certification as well as games for Windows certificationsAdded support for HDR Tone mapping with automatic exposure control, advanced layered volumetric fog system, and improved the shadow map detail qualityExtending Unreal 3.0 editor and graphics pipeline and optimizing code to improve processor and memory usageContributing innovative solutions and developing technical design specifications and test plans to solve next generation graphics requirementsProviding mentorship and guidance to less senior programmers
  • Kaos Studios
    Senior Graphics Programmer
    Kaos Studios Aug 2007 - Dec 2008
    Added support for HDR Tone mapping with automatic exposure control, advanced layered volumetric fog system, and improved the shadow map detail quality.Added deferred rendering of lights to speed up Unreal3 lighting, fixed motion blur, separated depth-of-field and bloom.Added separate vertical and horizontal controls for blur step sizes.Working full screen ambient occlusion solution. Worked vigorously to provide bug fixes and support code to pass Microsoft XBOX360 certification as well as Games for Windows certifications.Contributing innovative solutions and developing technical design specifications and test plans to solve next generation graphics requirements.Providing mentorship and guidance to less senior programmers
  • Gameloft, Inc., New York, Ny
    Lead Programmer / 3D Programmer
    Gameloft, Inc., New York, Ny Jan 2007 - Jun 2007
    Paris, Paris, Fr
    Responsible for scheduling team programming tasks, meeting deadlines, incorporating change requests, and teaching others 3D graphics programming.Writing a Java 3D engine for J2ME technologies with camera motion controls, texture cropping, texture animation, texture transformations, and texture effects like rain and snow.Wrote the players physics, ball physics, collision, and AI avoidance, flocking, swarming, protecting, and patrolling code.
  • Ncsoft Inc
    Senior Technology Engineer
    Ncsoft Inc 2004 - 2005
    Responsible for debugging and maintaining existing 3DS Max exporter plug-in, as well as adding support for multiple levels of detail. Created 3DS Max user properties plug-in, featuring completely customizable interface for adding, removing, setting, and selecting objects based on properties. This plug-in was used by multiple projects to maintain separate property groups
  • Ion Storm Inc., Austin, Tx
    Senior Technology Engineer
    Ion Storm Inc., Austin, Tx Jan 2001 - Nov 2003
    Developed advanced lighting engine for PC and Xbox platforms, supporting the following: Per-pixel lighting for multiple light types with attenuation, color and alpha settings. Per-pixel fog utilizing scrolling fog maps, and distance attenuation. Projected textures, with texture rotation and scrolling support. Fast, dynamic overlapping shadow volumes using vertex shaders for extrusion. Real time material support for texture effects using bump, normal, specular, emissive, reflection and detail maps and I Wrote BSP / Portal system for culling of shadow volumes, physics checks, and lighting updatesCreated custom special effects shaders for membrane, night vision, thermal and video distortion effects render-to-texture compositing with scaling, scrolling, offsets, and rotations, for post-processing effects like glows and bloom.
  • Ion Storm Inc
    Senior Technology Engineer
    Ion Storm Inc 2001 - 2003
    Developed advanced lighting engine for PC and Xbox platforms, supporting the following: Per-pixel lighting for multiple light types with attenuation, color and alpha settings. Per-pixel fog utilizing scrolling fog maps, and distance attenuation. Projected textures, dynamic overlapping shadow volumes using vertex shaders for extrusion. Real time material support for texture effects using bump, normal, specular, emissive, reflection and detail maps. Wrote BSP / Portal system for culling of shadow volumes, physics checks, and lighting updatesCreated in-house development tools for 3DS Max, including the following. Materials plug-in used to view and edit pixel shaders in 3DS Max, and export them to the engine with an identical appearance. Developed a normal map generator plug-in.Created custom special effects shaders for membrane, night vision, thermal and video distortion effects. Added render-to-texture screen compositing with scaling, scrolling, offsets, and rotations
  • Kinesoft Development, Inc
    Senior Software Engineer
    Kinesoft Development, Inc 1999 - 2001
    Developed entire 3D engine featuring an advanced character animation system including velocity-based real time motion blending with pose matching, animation key frame triggers, hard-point switching, and footstep extraction, plus spline, physics, and basic IK controls, and weighted bone to bone blending channels. Real-time rendering system witch included particle systems with mesh emitters, animated materials, mesh modifiers, 3D sprites, and volumetric shadows. Wrote a scene graph manager with object culling, traversal, linking, targeting, property adjustments, inventory and collision. Wrote 3D Studio Max importer/exporter for all assets, including batch support.
  • Intelligent Reasoning Systems, Inc
    Software Engineer
    Intelligent Reasoning Systems, Inc 1998 - 1999
    COM Architecture and CAD import and export toolUsed OOD methods to rewrite existing software into separate client/server objects and contributed to MMX image processing library.Created an MFC based application utilizing database support, Common Controls, FTP and Internet services, context sensitive help, and CAD file conversion. Maintained multiple file import parsers for customer CAD data formats
  • Titanic
    Programmer
    Titanic 1998 - 1998
  • Intracorp
    Sr Graphics Programmer
    Intracorp 1994 - 1997
    Sole programmer on Zorro finsihed it ans shipped it writing all the code my self.Witchhaven, improved performace by a facor of 30%Tecwar lended a hand were things need to be fixed.Harpoon II worked on graphics projectile balistics, bug fixes.
  • Intracorp Entertainment Inc
    Senior Programmer / Project Leader
    Intracorp Entertainment Inc 1994 - 1997
    Reduced development cost by designing proprietary video compression application optimized for interactive CD-ROM playback.Improved game performance by 30%, optimizing existing code for patch release. Created innovative routine to simultaneously decompress and manipulate bitmaps to the screen eliminating unnecessary memory overhead.

Michael Privett Skills

Visual Basic Java

Michael Privett Education Details

  • University Of Maryland Global Campus
    University Of Maryland Global Campus
  • North Shore Senior High
    North Shore Senior High
    Ged

Frequently Asked Questions about Michael Privett

What company does Michael Privett work for?

Michael Privett works for Vigil Games

What is Michael Privett's role at the current company?

Michael Privett's current role is Graphics Programmer at Medical Simulation Corporation.

What is Michael Privett's email address?

Michael Privett's email address is mi****@****bal.net

What schools did Michael Privett attend?

Michael Privett attended University Of Maryland Global Campus, North Shore Senior High.

What are some of Michael Privett's interests?

Michael Privett has interest in Flying, Reaading, Colecting Civil War Memoribla.

What skills is Michael Privett known for?

Michael Privett has skills like Visual Basic, Java.

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