Matt Whiting

KungFu Panda

  • Acting Technical Director. Managing a team of 12 programmers and coordinating with other departments.
  • Overseeing Engine Development.
  • Designing and Overseeing Tools Development.
  • Overseeing Game Development.

TrueCrime: Streets of LA

  • Designed and programmed the particle system.
  • Designed and programmed the level authoring system.

Shrek 2

  • Lead programmer. Managed a team of 5 programmers and coordinated with the technology team.
  • Designed and programmed the camera system keeping four players on screen.
  • Designed and programmed the character animation and control systems.
  • Designed and programmed the player control system.
  • Designed and programmed the level authoring system.
  • Designed and programmed a dynamic quad-tree to efficiently partition the world.
  • Designed and programmed the HUD including the scripting system.
  • Programmed many aspects of the asset exporter including the animation exporter.

TrueCrime: New York City

  • Co-lead programmer. Managed a team of 8 programmers and coordinated with technology and city teams.
  • Designed and programmed the sound system.
  • Designed and programmed an XML style data file format to provide forward and backward compatability between data files and source code.

Spyro: Year of the Dragon

  • Updated the free roaming camera.
  • Updated the main character controls. Added support for 6 playable characters.
  • Designed and programmed the memory card features and shell.
  • Rebuilt the CD loading systems.
  • Updated the character renderer to include new shader effects.
  • Programmed enemy AI.
  • Designed and programmed a new, more advanced tool for code overlay.
  • Designed and programmed a new, more advanced tool for CD file preparation.

Spyro (2): Ripto's Rage

  • Rebuilt the free roaming camera, optimizing and refining it.
  • Rebuilt the main character controls.
  • Designed and programmed the sound engine.
  • Designed and programmed the "Generic Special Effects" renderer, allowing programmers to create 3D objects algorithmically.
  • Designed and programmed the "Tracer" engine. Tracers are semi-transparent trails that can be attached to objects.
  • Updated the main character renderer to allow for multiple matricies.
  • Programmed enemy AI.
  • Designed and programmed the sound tool allowing the sound artist to apply sounds directly to animation frames of characters.

Spyro the Dragon

  • Designed and programmed the free roaming camera to avoid obstacles and provide the best possible gameplay view.
  • Programmed the controller interface and main character controls.
  • Designed and programmed the "Cyclorama Portal" renderer which renders a small window of the background parallax in the foreground.
  • Designed and programmed the "Halo" renderer, a highly optimized semi-transparent outline for objects.
  • Programmed enemy AI.
  • Designed and programmed the tool for code overlay which allowed us to reuse code in multiple overlays while only including those actually used.
  • Designed and programmed the tool for CD file preparation.

Treasures of the Deep

  • Updated, and optimized the object renderer.
  • Programmed the environment renderer.
  • Designed and programmed dynamic lighting for objects and environments.
  • Programmed the sound engine.
  • Designed and programmed the player controls.
  • Designed and programmed the collision systems for objects and environments.
  • Designed and programmed the AI engine and programmed enemy AI.
  • Designed and programmed the tool for CD file preparation.
  • Programmed tools for level design.

Black Dawn

  • Designed the player control system.
  • Provided support for the tools used for level design.

Rocket Scientist

  • Designed and programmed a 2D graphical display and interface engine for real-time network data.
  • Designed and programmed an editor for building specialized 2D displays and interfaces for the above engine.
  • Designed and programmed a 3D simulation renderer for real-time and recorded data.