John Blum
Software Engineer
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.
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.
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#