Jared Thomson

Ubisoft Montreal

skype: jaredthomson.xoorath

email: jared@xoorath.com

phone: 1+ (438)-823-5237

email: jared@xoorath.com


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Work

Ubisoft Montreal - Generalist Programmer

As a generalist (c++) programmer on Watch Dogs I worked primarily to optimize 3D aspects of the UI for performance and memory, I also worked to create some new menus and hud elements. On Shape Up for Xbox One I own the first twenty-or-so minutes of gameplay, where the player is introduced to our game world and is taught about the different mechanics throughout the game. I develop both the features and technologies needed to help empower our artists, designers and other content creators on the project. This role could be described as gameplay but really encompasses a large level of ownership across various areas. I work in C++ using an in-house game engine.

Magmic Games - Programmer

C++ Programmer, worked on all modern mobile platforms. Focused on client side game development including special effects, platform and third party feature integration.

QNX Software Systems - Graphics Programmer

C Programmer, worked to optimize the home screen for both tablet and phone as well as working on some significant OS features such as home screen folders, effects and the status bar.

Algonquin College - Program Assistant

Helped students in a lab setting with C++, C#, DirectX, OpenGL and Action Script 3.

Projects

Shape Up

I own the first twenty-or-so minutes of Shape Up for Xbox One where the player is introduced to our game world and is taught about the different mechanics throughout the game. I develop both the features and technologies needed to help empower our artists, designers and other content creators on the project. This role could be described as gameplay but really encompasses a large level of ownership across various areas. I work in C++ using an in-house game engine

Watch Dogs

I worked on optimizing our 3D hud using a variety of high impact strategies. A big part of my job was to develop and maintaining memory pooling systems for many types of hud elements. I also spent a lot of my time reducing the amount of costly interactions with data as well as reducing the cost of those interactions when they're unavoidable. I also worked to create some new menus and hud elements.

Citizen Scientists

I worked with two colleagues during the second annual Ubisoft Montreal Game Jam to make Citizen Scientists. It's a game about drifting aimlessly through space as Steve E. and Steve V. I worked on the character controls, physics manipulation and game states. We placed 4th out of 18 teams during our in-house voting session against some brilliant competition.

Project Potato

I'm currently working on a side project called Project Potato (also known as scales). It's an online tower defense game I'm making to explore some novel design concepts I haven't played anywhere else before in the genere. Feel free to try it out.

Project Potato Prototype

For the Global Game Jam 2014 I went to Ottawa to work on a prototype for a tower defense. I had a novel concept for a game design that I prototyped in 2D to see if it was fun. The prototype was a success and shortly after I started work on Project Potato as a new side project.

Texas Hold 'em King Live 2

I worked on the game client of THKLive 2 with several others to deliver a highly polished poker experience. I worked on a lot of the layout code, some gameplay and social integration as well.

New York Times Crosswords

I worked on the back end of this product to allow the product managers to dynamically update the app with packs of puzzles from the puzzle archive. The New York Times Crosswords is ported to Android, Blackberry and Kindle. I worked specifically on the iPhone and iOS original version of the game.

Slots King

Although the project was canceled for the target platforms I was working on I still got the chance to develop some of the special effects for the game. I worked on reel spinning animations and shaders to support the kind of clipping we wanted for fancy styles of slot reels.

New York Times Crosswords

I worked on the client side of this game to add puzzle packs for users to buy as an in app purchase. I also helped revamp the social integration and menu code to support this new feature.

Texas Hold 'em King Live

I worked on the game client of THKLive 1 with two others to deliver Magmic's premier poker experience to Playbook and BB10 users. I worked on the client side layout, in app purchase support, social integration and native OS integrations.

Playbook OS 2.0

My job was primarily to work on the graphical features and effects for the Playbook OS 2.x homescreen. This included folders, dock layout, status bar icons and localization among other things.

Blackberry 10 OS

Although primarily tasked to the playbook OS 2.x I did have a hand in some of the graphical features and effects of the BB10 homescreen including folders, the status bar icons and page indicators.

GPU Game of Life

This project lets you drag and drop patterns into an environment of cellular autonomy. It supports various rules such as John Conaway's Game of Life, HighLife, Rule 30, and some interesting others.

Shader Bunny

During the 2012 Peg Jam (Winnipeg game jam) I developed a shader that can be seen here: http://youtu.be/bm7uO1MY8UA

SnSnaSnake

For the global game jam in 2012 we were given the theme that was an image of the Ouroboros. We conceptualized an online game where players chase other snakes and try to bite their tails. If you bite another snake's tail you become one big snake and start controlling from their head.

Spin Spin Revolution

A rhythm game for the windows phone 7 developed for a contest to win a windows phone. Using the phones accelerometer you match your arrow at the bottom of the screen with the direction of falling arrows matched to a beat.

Dementia

This game was the final project for our program in college. We designed a game that took on many changes throughout the year and eventually materialized as a horror first person shooter where you explore a mansion filled with demons, imps, ghosts and ghouls.

NoMo RoBo

For the global game jam in 2012 we were given the theme of Extinction. Our team came in wanting to make a real time strategy and decided to apply the theme of extinction as a human vs. robot struggle for planetary control! I worked on procedural level generation and AI.

Jetpack 3D

A spiritual successor to the arcade classic, Jetpack. We developed this game in a period of 6 weeks of sleepless nights while learning DirectX. We developed this game frantically to show it off at the Montreal International Game Summit.

Accolades

Canadian Video Game Talent Awards - Finalist (Emerging Talent of the Year)

I received a finalist nomination in 2011 from the Canadian Video Game Talent Awards, chosen from public vote and a final judge decision.

Algonquin College - Ontario Advanced diploma (Game Development)

Graduated among the top of my class with a 3 year Ontario Advanced Diploma in Game Development. Attended from September 2008 to April 2011.

QNX - Certificate - (Real Time Operating System Developer)

Became certified as a real time operating system developer after taking courses while at QNX.