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Education

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Game and Simulation Programming Major

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Specialization: Advanced Artificial Intelligence Programming

DeVry University - Online Campus

July 2013 - August 2017

Chicago, IL

Spread across four years of study, this degree encompassed a complete introduction into the game industry.  Skills taught here included software development process, team management, Object-oriented programming, Unreal Engine development, artificial intelligence programming, game engine development, and much more.  Having started the degree with no prior programming experience, finishing this major included generating a number of full games and other programs. Not only were those tasks accomplished, but they were done so with the highest honors.

National Society of Leadership and Success

Inducted 2015

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Alpha Sigma Lambda Honor Society

Inducted 2016

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Dean's List Achievement 

Awarded every semester

Education
Accolades and Affiliations

Bachelor of Science

Summa Cum Laude Graduate

Math Programming for Games

GSP221

Final Grade: A

November 2015

This course introduces 2D geometry and the application of linear algebra as used in video games and interactive simulation design. Students learn mathematical principles such as parametric and implicit linear equations, the derivative and integral, implementation and application of linear algebra using a vector class, and collision detection between a particle/ball and straight boundaries.

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Physics Engine Development

GSP321

Final Grade: A

March 2016

This course focuses on programming a physics engine for game and simulation. Students are introduced to calculus, as well as to Newtonian mechanics and linear algebra. Major components of the physics engine - including linear and rotational mechanics, conservation of momentum and energy, collisions between objects, and algorithms and data structures for collision detection and response - are covered.

 

Pre-Calculus

MATH190

Final Grade: A

September 2014

This course emphasizes topics that form the foundation for study of electronics, engineering technology, game and simulation programming, and calculus. Topics include analyzing and graphing quadratic, polynomial, rational, exponential, logarithmic and trigonometric functions; and developing complex solutions to problems in rectangular, trigonometric and Euler form. Students use computer software and technology to assist in problem solving and analysis.

 

Discrete Mathematics

MATH233

Final Grade: A

May 2015

This course introduces discrete mathematics as applied to game and simulation programming problems. Topics include logic, sets, Boolean algebra, data representation, counting, probability, randomness, algorithm efficiency, recursion, recurrence relations, Markov chains, graphs and trees. Mathematical reasoning is emphasized throughout. Computer software is used in problem modeling and solutions.

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Physics with Lab

PHYS216

Final Grade: B

November 2014

This course examines fundamental principles of mechanics, thermodynamics, optics, and electricity and magnetism, as well as aspects of modern physics. Lab activities complement classroom discussion and include experiments that concisely illustrate main theoretical topics presented.

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Introduction to Game and Simulation Programming

GSP111

Final Grade: A

November 2014

This course provides a broad overview of the game industry, as well as of the game development and design process. An introduction to programming logic and design is also included. 

 

Practical Game Design with Lab

GSP240

Final Grade: A

January 2015

This course focuses on basic elements used to systematically transform a designer's vision into a working game or simulation. Topics include spatial and task design; design integration; control schemes; game balancing; game play mechanics and player interaction; tuning; and types and methods of testing and analysis.

 

Intro to Computer Graphics Modeling and Programming

GSP261

Final Grade: A

November 2015

This course introduces principles of 3D computer graphics modeling from the perspectives of the technical modeler and the programmer responsible for creating 3D environments for games and simulations. Students explore methods for 3D modeling, environmental programming and model interaction.

 

Simulation Design and Programming with Lab

GSP281

Final Grade: A

May 2016

This course explores mathematical theories, models and principles fundamental to design and development of computer simulations for study and interpretation of real phenomena; for learning and evaluation tools; and for instructional simulations and in-game simulation event development. 

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Modification and Level Design with Lab

GSP340

Final Grade: A

January 2016

This course introduces tools and concepts used to create levels for games, including level design, architecture theory, critical path and flow, game balancing, play-testing and storytelling. Working as a team, students create an original modification (MOD) based on a current game engine, creating original levels, characters and content for real-time multi-player and first-person games.

 

Software Engineering for Game Programming with Lab

GSP410

Final Grade: A

January 2017

This course introduces principles and methodologies of software engineering for game and simulation software development. Processes and tools covered ensure that software products are developed to meet requirements, are tested for reliability, can be effectively maintained, and are delivered on time and within budget. An iterative and incremental development process is introduced as a team approach across the software development life cycle.

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Project Management

MGMT404

Final Grade: A

July 2015

This course enhances students' ability to function in a project leadership role. While exploring the project life cycle, they gain experience in budget and timeline management. Project management software is used to design project schedules using methods such as bar charts, program evaluation review technique (PERT) and critical path method (CPM) to produce project plans to apply to the solution of case studies.

Introduction to Programming in C++ with Lab

GSP115

Final Grade: A

January 2015

This course introduces basics of designing and coding programs, including using an integrated development environment (IDE), language syntax, and debugger tools and techniques. Students learn to develop programs that manipulate simple data structures, such as arrays, as well as different types of files.

 

Intermediate Programming in C++/OOP with Lab

GSP125

Final Grade: A

March 2015

This course introduces object-oriented programming concepts including objects, classes, encapsulation, polymorphism and inheritance. Students design, code, test and document programs.

 

Computer Systems for Programmers with Lab

GSP215

Final Grade: A

May 2015

This course covers hardware and software aspects of computer systems - knowledge of which is essential for designing high-performing game engines - that affect game software performance. 

 

 

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Data Structures with Lab

GSP295

Final Grade: A

July 2015

This course examines abstract data structures - including linked lists, stacks, queues, tables, trees and graphs - their uses and programming algorithms required to implement them. 

 

Artificial Intelligence for Games and Simulation

GSP315

Final Grade: A

September 2015

This course covers artificial intelligence methods and techniques related to game and simulation programming. Topics explored include autonomous movement, path finding, decision-making, genre considerations and learning with dynamic programming.

 

Computer Graphics Programming I with Lab

GSP381

Final Grade: A

November 2016

This course introduces computer graphics programming. Topics include 2D and 3D rendering, 3D animation, and programming for sound and input/output devices.

 

Computer Graphics Programming II with Lab

GSP390

Final Grade: A

January 2017

Building on the foundation established in GSP-381, students explore scene management, terrains, particle effects and advanced techniques in programming computer graphics. 

 

Software Engineering for Game Programming with Lab

GSP420

Final Grade: A

March 2017

This course introduces the logic and function of game engines, as well as the software core of computer games. Addressed are systems (graphics, input, sound and clock); virtual consoles; 3D graphics renderers; game engine function interfaces; and tools and data as aspects of game engines that facilitate reuse of assets such as graphics, characters, animated machines and levels.

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Advanced Artificial Intelligence for Game and Simulation Design with Lab

GSP480

Final Grade: A

November 2016

Building on the foundation established in GSP315, students explore advanced deterministic and stochastic techniques for implementing artificial intelligence in games and simulations. 

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Applied Development Project I

GSP361

Final Grade: A

May 2016

Students in this course work individually to apply knowledge and mastered skills to develop small game or simulation programs, or modifications to game or simulation programs. 

 

Applied Development Project II

GSP362

Final Grade: A

July 2016

Students in this course work as team members to apply knowledge and mastered skills to design and develop small game or simulation programs, or modifications to game or simulation programs.

 

Senior Project I

GSP494

Final Grade: A

May 2017

Students in this course apply knowledge and mastered skills to develop at least one complete level of a 3D game or simulation. 

 

Senior Project II

GSP497

July 2017

In this course, a continuation of GSP-494, students further apply knowledge and mastered skills to develop at least one complete level of a 3D game or simulation.

Courses at DeVry
Mathematics and Science
Game and Simulation Core
Programming
Advanced  Programming
Technical Specialization
Projects

The views expressed, works shown, and information given are the property of and yielded willingly by myself, Joshua Hertzog.  The information contained within is truthful to the best of my ability.  Any components of this document may not be altered from the original, sold, or produced to third-parties without consent.

 

Projects within contain some art assets used under royalty-free licenses and are property of their respective owners.

© 2017 Joshua Hertzog.

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