John McElmurray :: Portfolio
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Objective

Principal level gameplay programmer and technical artist with a passion for creating 3D experiences that put the player first. Experienced in C++/C# online multiplayer game development in Unreal Engine and Unity 3D.

Technologies

Since there is no objective standard by which to measure profiency, compentency levels are shown as relative to each other, 100% being the software I am most comfortable in.

  • Programming

  • Unreal Engine
  • C++
  • Unity 3D
  • .NET (C#/XAML)
  • ShaderLab/HLSL/Cg
  • HTML/CSS/JS
  • Project management

  • git and git-lfs
  • JIRA/JQL and Confluence
  • Perforce
  • Team Foundation Server (TFS) and Azure Devops
  • Agile project management
  • Art/Design

  • Adobe Creative Suite
  • Figma
  • Luxology Modo
  • Pixologic ZBrush
  • Autodesk Maya
  • Quixel Suite
  • Marmoset Toolbag
  • Pixelmachine Topogun
  • xNormal
  • Headus UVLayout
  • Maxon Cinema 4D

Education

Virginia Polytechnic Institute and State University Bachelor of Computer Science

Blacksburg, VA

Media & Creative Computing Majoring in Comp. Sci.
Mathematics Minor

08.2009 - 05.2013 Grad date

GPA: 3.99

Microsoft Program Manager Intern

Microsoft Account team
Redmond, WA Summer 2012
  • Designed UI and wrote spec for Microsoft account login flow used by Office, SkyDrive, and other 1st party apps
  • Designed hosted interrupt UI for Windows Phone 8 customers to resolve their compromised accounts

Microsoft Program Manager Intern

Photos and Camera Apps
Redmond, WA Summer 2010 & 2011
  • Prototyped UI for the Windows 8 touch-focused video editing, camera, and photo applications
  • Conducted usability studies with real customers to identify areas of improvement for iteration
  • Delivered software specifications and functional prototypes
  • Designed algorithms in C# to programatically assemble variable length music and time a slideshow to it
  • Designed algorithms in C# to organize and filter your photo collection by dominant color

Honors

Windows Mixed Reality rep. at Augmented World Expo
VR/AR/MR conferences
Presented 3D video effects prototype built by my team to press (June 2017)

Presented at Microsoft //Build Conference
Microsoft technical conference
Presented 3D video effects prototype built by my team to press (May 2017)

London Windows Telecom Partner Forum
Microsoft partner engagement
Presented Camera app roadmap to OEMs, ODMs, & MOs (January 2016)

Obsess about Customers award
Microsoft Operating Systems Group recognition
Individual annual award (October 2015)

Virginia Tech Creative Technologies Club
Student-led monthly seminars on technique & tools
Founder and President (August 2011 - May 2013 graduation)

Phi Beta Kappa National Academic Honor Society
http://www.pbk.org (April 2012 - present)

Virginia Tech College of Engineering Dean's Scholar & Dean's List
Annual Scholarship (2009 - May 2013 graduation)

Work experience

Wonderstorm Principal Gameplay Engineer

Online Multiplayer Action Roleplaying Game, using Unreal Engine
Los Angeles, CA Mar 2018 - Present

Unreal C++ gameplay engineer working on The Dragon Prince: Xadia, a cooperative multiplayer game based on the Emmy Award-winning Netflix series set in an epic fantasy world full of wonder, danger, and limitless adventure.
  • Built foundations for the "3Cs" (characters, controls, camera) in our game
    • Characters: Established pipeline used by our art/design teams to create 11 playable heroes, over 70 unique enemy NPCs, and 6 world bosses
    • Abilities: Integrated Unreal's Gameplay Ability System, and championed its use for prediction, replication, and rollback, allowing designers to create over 600 unique abilities over the course of the project
    • Movement: Customized Unreal's networked character movement to support our project's unique features, including knockbacks, sliding, and grappling hook ability
    • Animation: Created Animation Blueprint graph and C++ logic, supporting nearly 100 characters (many with unique skeletons) with a single, shared parent ABP
    • Controls: Generalized input handling across all of our supported platforms (console/gamepad, mobile/touch, PC/mouse + keyboard), including a fighting game-style input buffer and input queuing system
    • Camera: Configured initial isometric camera setup
  • UI: Led the development of much of our game's UI, including displaying player abilities in the HUD, re-usable widgets for common controls like tabs and modal dialogs, menus, navigation, and custom UI materials
  • Tech Art: Created the toon shader and material graph used in our project to emulate the look of The Dragon Prince animated TV show on Netflix
  • Porting: Experienced in sharing cross-platform game logic, input management, and UI between console, PC, and mobile versions of the game
  • Performance: Profiled and optimized game logic, network bandwidth, and memory leaks
  • Online Services: Worked with backend services team on player features, including missions, scaling difficulty, quests, economy, inventory, loadouts, progression, crafting, upgrading, and store purchases

See portfolio page

Microsoft Software Engineer 2

Realtime VFX editor for Windows 10 PCs, using Unity3D
Redmond, WA Jan 2017 - Mar 2018
  • Started small team from the ground up and created prototypes and pitch that resulted in funding of project
  • Developed an easy-to-use visual effects editor for Windows 10 Movie Maker using Unity 3D as a rendering engine
  • Created fully rewindable animation and VFX timeline system (incl. scrubbing, state machines, and events)
  • Programmed 3D UI for manipulating animated characters & FX
  • Experienced in physically based shading and extending Unity's Standard shaders
  • Built artist tools for outsourcing partners to integrate their content via Unity assetbundles
  • Added support for loading glTF models at runtime from the web

See portfolio page

Microsoft Program Manager 2

Windows 8.1 - 10 Photos, Video, and Camera Apps
Redmond, WA Sept 2013 - Jan 2017
  • Creating UI designs and interaction specifications in Adobe Illustrator and concept videos in Blend and After Effects.
  • Conducted Scrum, bug triage, and sprint backlog management.
  • Designed and shipped the first video editor on Windows Phone (one of the first Microsoft Universal Apps)
  • Contribued to integrating panorama, slow motion, HDR editing, and flash editing to the Universal Windows Camera app
  • Brought GIF playback to Windows' native photo viewer for the first time since XP
  • Experienced in international project management with our partner teams in Lund, Sweden and Espoo, Finland

See portfolio page

Camouflaj, LLC Technical Artist

Republique (iOS game in Unity3D)
Bellevue, WA Aug 2012 - Jan 2013
  • Wrote post-processing and character shaders for mobile
  • Designed and coded an event based Cinematic system using Goal-Oriented Action Planning (GOAP) AI
  • Created system for loading subtitles and audio into the game
  • Modeled and textured a main character and misc. props

See portfolio page

Contact

For employment opportunities:
(LinkedIn and phone are preferred)