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Jeremy Hicks – Game AI Programmer

Game AI Programmer

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Jeremy Hicks – Game AI Programmer | reysic.com Reviews
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Game AI Programmer
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Jeremy Hicks – Game AI Programmer | reysic.com Reviews

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Game AI Programmer

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About – Jeremy Hicks

http://reysic.com/about

I started my career in IT security after obtaining a B.S. and M.S. in Cognitive Science from UT Dallas. A lifelong gamer, I had taken some courses at UT Dallas in game design and programming that were some of the most fun and engaging educational experiences I had had thus far. I was left with a itch to work professionally as a game programmer and ultimately took the leap by attending SMU Guildhall. To further hone my game development experience. MechAssault 2: Lone Wolf.

2

Steering Behaviors, Self-Authored C++ Game Engine – Jeremy Hicks

http://reysic.com/individual-work/steering-behaviors

Steering Behaviors, Self-Authored C Game Engine. Implemented steering behaviors in personal engine including Seek/Flee, Arrive, Path Follow, Wander, and Pursue/Evade. Calculates a vector to the target and accelerates in that direction (the negative of that direction in the case of Flee). Has a circle centered a certain distance out along the forward vector of the agent. The agent picks a random point along the outer edge of this circle to accelerate toward to produce a meandering behavior.

3

2D Roguelike, Self-Authored C++ Game Engine – Jeremy Hicks

http://reysic.com/individual-work/2d-roguelike

2D Roguelike, Self-Authored C Game Engine. Creation of a 2D roguelike game with different types of procedural map generators, a field of view system for agent sight, pathfinding for agent movement, a combat system, AI behaviors from C classes, interactable features in the environment, and saving and loading. Entity behaviors were data-driven using XML so that creating a new behavior was as simple as creating the .hpp and .cpp files and referencing them in the XML.

4

Résumé – Jeremy Hicks

http://reysic.com/resume

IT Security and Networking. Professional Certificate, Specialization in Software Development. The University of Texas at Dallas,. Master of Science, Applied Cognition and Neuroscience. Bachelor of Science, Cognitive Science. IT Security Analyst, NetBoundary,. September 2014 July 2015. Monitoring security appliances such as IDS/IPS, Log Management, and SIEMs. Researching and responding to security incidents. Research Assistant, UT Dallas Neural Engineering Lab,. January 2013 May 2013. 1 Month, 2016. 6 Mon...

5

SimpleMiner, Self-Authored C++ Game Engine – Jeremy Hicks

http://reysic.com/individual-work/simpleminer

SimpleMiner, Self-Authored C Game Engine. Clone developed by myself over 8 weeks. Chunks of blocks are rendered using vertex arrays (VAs), one VA per chunk. New chunks are generated using Perlin noise as they come within a certain view range of the player. Old chunks are efficiently saved out to disk (RLE compression) and then deleted from memory after they go out of range. Chunks previously saved out are reloaded (instead of regenerated) if they come back into range.

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About Our Team | Return to Color

https://returntocolor.wordpress.com/about-our-team

Sarah Buxkamper –. Jennifer Tidwell –. Ricky Campitelli –. Dean Soeder –. Jeremy Hicks –. Stephen Mallory –. Zack Lambert –. Brenden Palmer –. Carrie Crossley –. Tashkeel Shah –. Chris Loewen –. Connell Johnson –. Raffi Andonian –. Sean Fagan –. Scott Swearingen –. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. Notify me of new comments via email.

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