James Thompson

Curriculum Vitae

Resume

Explore my education, professional experience, and game development projects.

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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.