James Thompson
Gameplay Programmer
jamesthompson.net / [email protected] / 585-789-7123 / in/jamestdev/
Education
Bachelor of Science, Computer Science and Game Design
2027
DigiPen Institute of Technology
Skills
Programming Languages: C/C++, C#, GLSL, Python, SQL, Unreal Blueprints
Tools/Frameworks: Unreal Engine, Unity, OpenGL, ImGui, JSON, Git, Perforce, SVN
Expertise: Gameplay & Systems, 3Cs, AI/Pathfinding, Graphics, Telemetry/Automation, Data Structures & Algorithms
Professional Experience
Gameplay Programming Intern
Graphite Lab | Roller Coaster Tycoon Story — Unity, C#
- Analyzed a large production codebase and implemented several requested puzzle game mechanics while adhering to Agile development principles, empowering designers to author over 50 new levels.
- Collaborated with a dedicated QA team to identify and fix dozens of user-submitted bugs, improving project stability and performance and increasing player satisfaction.
Project Experience
Technical Lead & Gameplay Programmer / Pawlarity / Team of 26 — Unreal Engine, C++
- Directed, delegated, and supported 80+ deliverables utilizing a Kanban-style Agile workflow.
- Engineered magnetic attraction and repulsion systems for free, pivoted, and spline-constrained interactions, enabling designers to independently author 10+ levels.
- Evaluated player feedback from iterative playtests to create actionable engineering deliverables, eliminating dozens of usability and stability issues across continuous build cycles.
- Instrumented remappable controller and keyboard support for local co-op with device-sensitive UI/UX.
Solo Developer / ROW — Unity, C#
- Simulated the kinesthetic experience of rowing a boat using realistic offset force curves, physically based water with buoyancy, per-axis drag, animation blending/layering, and spatial audio.
- Developed a robust water shader implementing depth-based transparency, vertex-displaced waves, dynamic foam, and buoyancy.
Graphics Programmer / Phantom Penumbra / Team of 5 — Custom Engine, C++
- Developed a bespoke 2D batch rendering pipeline using OpenGL/GLFW/STBI, reducing draw calls by 99%.
- Engineered a cache-coherent particle system supporting over 100k particles and offering designers animated flipbooks, color & scale over lifetime, emission shape, and velocity/acceleration curves.
- Architected a dynamic 2D lighting system, utilizing bespoke GLSL shaders, supporting multiple moving light sources and shadow casters.
Gameplay Programmer / Magnet Opus / Team of 4 — Unity, C#
- Implemented enemy AI behaviors and pathfinding using FSMs and waypoint graphs.
- Developed a 2D character controller capable of transitioning between wall-sliding/jumping, hanging from ceilings/ledges, pulling/pushing off surfaces, running, and walking.
Additional Project Experience
- Engineered a custom A* pathfinding implementation, achieving 2.56x faster runtimes than baseline.
- Architected command-pattern/action list sequencing for a digital card game, handling hundreds of concurrent dynamic actions and animations with custom easing, time scaling, grouping, and reversibility.
- Built bespoke telemetry systems logging 3000+ actions and associated metadata into exportable formats.
- Developed automated test suites and profile-driven playthrough simulations across multiple projects, intercepting 50+ defects pre-commit and validating intended user experiences.