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John Blum

Software Engineer

a nice picture of me

About Me


I am a recently graduated software engineer currently living in the Atlanta area. I first began programming because of my interest in video games and video game development, and I've enjoyed many weekends participating in Game Jams and learning new computer languages and development techniques. I'm still very passionate about game development and am hoping to land a job in the game industry. In my spare time I enjoy playing competitive video games, hiking, and drawing.

Experience


I have completed two consecutive internships with Meggitt Training Systems serving in the role of Software Engineer Intern. There I contibuted to an advanced military training simulation utilizing C++ and CryEngine.

Meggitt

May 2015 - Aug 2015

May 2016 - Aug 2016

Education


I am a Bachelor of Science, Computer Science, graduate from Georgia Institute of Technology, better known as Georgia Tech (Go Jackets!)
My areas of concentration are Media and Information Internetworks, and I have taken additional courses in Artificial Intelligence.

Go Jackets!

Courses of Note:

CS 2210 Computer Organization and Programming
CS 2200 Systems and Networks
CS 3251 Computer Networking I
CS 3451 Computer Graphics
CS 3600 Introduction to Artificial Intelligence
CS 4400 Introduction to Database Systems
CS 4455 Video Game Design
CS 4460 Introduction to Information Visualization
CS 4590 Computer Audio
CS 4240 Compilers and Interpreters

Skills


Disciplines

Computer Graphics
Computer Audio
Networked Applications
Video Game Design
Artificial Intelligence

Languages and Technologies

C++
C# (Unity)
C
Java
Python
Lua
SteamVR
GNU/Linux
Android

Tools and Methodologies

Agile (Scrum)
Git
Visual Studio

Projects


Pocket Meat

Pocket Meat is an homage to Super Meat Boy made to run on the Gameboy Advance. It was written in C.


Knoller

Knoller is an artificial intelligence agent tasked with arranging a virtual desk with various categories of item scattered about. The agent uses simulated annealing to explore neighboring possibilities until it arrives at a well-fit solution. It is written in C++ and uses SFML for the graphics.


Liquid Sim

(Left-click on the surface above to generate water, right click to generate walls.)

This is a top-down liquid simulation that uses a cellular automata approach to mimic a liquid. Its parameters can be adjusted to simulate more viscous fluids. Liquid Sim runs on Unity's WebGL export and is written in C#


Resume


For your convenience, my resume is available here.


Contact Me


Phone: +1 205 919 5520

Email: johnwblum@gmail.com