OBJECTIVE:
To create interactive tools and technology pushing
the limits of human emotion and storytelling in games

Ted Hung has always been intrigued with the ability for computers to act as a medium for artistic expression, creative storytelling, and emotional conveyance.

After graduating from Duke University with a B.S. in Computer Science and a certificate in Neuroscience, Ted obtained a Master of Entertainment Technology at Carnegie Mellon University.

With over 10 years experience in games programming (EA, THQ, Lucasarts, Linden Lab), he has programmed all aspects of games with an emphasis on management, tools, effects, and gameplay.

Ted's current project involves building the Moment Engine for creating story based games on Xbox 360 under the label Moment Games. In his spare time, his interests include origami, anime, ping pong, snowboarding, traveling, and the occasional extreme sport.
RESUMÉ:
GAMES:
Creatorverse
Developer:
Linden Lab
Release Date: September 2012
Platform: iOS, Android, Windows, OSX

Accomplishments:
  • Worked independently to transform prototype into shipping sandbox physics game on both iOS and Android (Google Play and Amazon) using cocos2d-x and Box2d
  • Lead team of programmers, testers, artists, and producers to design and implement new features, fix bugs, utilize in-app purchase, and develop a help system for Creatorverse
Life in the Dorms
Developer:
Moment Games
Release Date: September 2012
Platform: Xbox Live Indie Games

Accomplishments:
  • Developed Moment Engine tools and technology for rapid iteration and storytelling
  • Programmed, designed, and scheduled all game systems
  • Lead the collaborative effort of a writer, artist, and musician remotely
  • Modeled, textured, and rigged characters and environments
Reviews:
Ravenskye City
Developer:
6waves / LOLApps Inc.
Release Date: October 2011
Platform: Facebook

Accomplishments:
  • Mentored and managed junior engineers
  • Initiated and led the improvement of debugging tools and processes across the entire company
  • Drafted, reviewed, and tracked technical specifications for all areas of the game
  • Implemented improved message center and Facebook Open Graph functionality in order to increase monetization using Python/Pylons, AS3, Javascript, MySQL
Ravenwood Fair
Developer:
6waves / LOLApps Inc.
Release Date: October 2010
Platform: Facebook

Accomplishments:
  • Supported release of new weekly content packs
  • Implemented new features and fixed bugs
  • Interacted with design, art, and project management to coordinate weekly releases
Office DisOrders
Developer:
Moment Games
Release Date: January 2010
Platform: Xbox Live Indie Games

Accomplishments:
  • Created prototype and initial idea
  • Programmed, designed, and scheduled all game systems
  • Modeled, textured, and rigged all characters and environments
  • Organized and collaborated with several writers remotely
  • Handled outsourcing and scheduling of music
Reviews:
Star Wars: The Force Unleashed
Developer:
Lucasarts Entertainment Company
Release Date: September 2008
Platform: Xbox 360, Playstation 3

Accomplishments:
  • Integrated Anark Gameface into existing next generation engine
  • Profiled and optimized UI system
  • Worked closely with UI artist to iterate and implement front end, in-game HUD, pause screens, and upgrade screens
Reviews:
Thrillville
Developer:
Lucasarts Entertainment Company
Release Date: November 2006
Platform: PSP, PS2, Xbox

Accomplishments:
  • Profiled and optimized Thrillville for PSP Lua code
Reviews:
Nicktoons: Battle for Volcano Island
Developer:
THQ / BlueTongue
Release Date: October 2006
Platform: PS2, GameCube

Accomplishments:
  • Maintained and updated particle effects engine for PS2 and GameCube
  • Implemented scripting language to control animation and timing of effects composed of models and particle effects
  • Advised, scheduled, and helped to manage junior programmers
Reviews:
Nicktoons: Unite!
Developer:
THQ / BlueTongue
Release Date: October 2005
Platform: PS2, GameCube

Accomplishments:
  • Maintained and updated particle effects engine for PS2 and GameCube
  • Implemented particle effects editing tool in C#
  • Designed and implemented pipeline for dynamic reloading of particle effects in game
  • Programmed special effects
  • Advised, scheduled, and helped to manage junior programmers
Reviews:
The Urbz: Sims in the City
Developer:
Electronic Arts
Release Date: November 2004
Platform: PS2, XBox, GameCube

Accomplishments:
  • Implemented load/save memory card flow for PS2, Xbox, GameCube
  • Created a new sound pipeline for positional ambient sound system
  • Programmed various game tools using C#
  • Constructed and designed a game structure editor for a next generation console engine
Reviews:
The Sims Bustin' Out
Developer:
Electronic Arts
Release Date: December 2003
Platform: PS2, XBox, GameCube

Accomplishments:
  • Scripted gameplay objects
  • Implemented features for the particle effect systems
  • Constructed new scripting primitives
  • Developed new camera controls
  • Programmed primitives to control dynamic lighting
Reviews:
CODE:
Moment Engine
Built upon XNA, the Moment Engine has been used to create interactive storytelling experiences on the Xbox 360. The Moment Engine consists of:
  • Customizable Level Editor with support for plugins
  • Integrated Conversation Editor
  • Integrated Interaction Editor
  • Advanced model/animation pipeline for Maya, Max, and Blender
  • Dynamic reloading asset pipeline for rapid iteration of all content
  • AI systems for pathfinding and collision detection
  • High level Scripting and Automation system
  • Advanced camera control
  • In game profiling
  • Localization system
The Moment Engine is built from the ground up for rapid iteration and can quickly reload and update all assets on the the fly. The Moment Engine has been used to create Life in the Dorms and Office DisOrders.

[Moment Engine Details]
Office DisOrders
Office DisOrders is a game created using Microsoft XNA for the Xbox 360 and released on the Xbox Live Marketplace. Office DisOrders is a satirical simulation game, spanning 5 working days, where you must maintain a good work life balance while confronting everyone's greatest fears about working in the corporate world: reorganizations, promotions/demotions, layoffs, busywork, bailouts, and outside consultants.

[Official Website]
[Download from Xbox Live]
[Download Windows Trial]
Nibbles Extreme
Nibbles Extreme is a game programmed in DirectX 8.1 using Visual C++ .Net. The basic concept of the game is the same as the original Nibbles. The player controls a snake and attempts to consume as many items as possible without colliding into walls or itself. The difficulty occurs because each item consumed causes the snake to grow in length. Nibbles Extreme not only takes the traditional game of Nibbles into the third dimension, it also adds many new features as well, such as moving objects with realistic bouncing physics, the ability to dig and jump, and dynamic camera movement. Nibbles Extreme was developed during the summer in a month and a half. It is still under development and future capabilities include more multiplayer options, real-time reflections and lighting effects, items and terrain that affect the movement characteristics of the snake, and a level editor for the easy creation of new levels.

[Download]
[Source Code]
[Screenshots]
Building Virtual Worlds
Building Virtual Worlds is a class taught at Carnegie Mellon University centered around creating interactive virtual experiences using a head mounted display. The virtual worlds are created using a tool developed at Carnegie Mellon University called Alice. During the class, scripters, modelers, painters, and intangibles are grouped together to work on five two-week projects exploring the limits of the medium. As a scripter, I programmed the worlds using Java, Python, and the Alice scripting interface. Each world went through the entire development process from idea conception to implementation.

[Project Descriptions]
The Silver Lining Prototype User Interface
This program demonstrates the user interface designed for the The Silver Lining, a fan made sequel to King's Quest. The idea was to have a rotating ring of flame with selectable items. When an item is selected which includes subitems, a secondary ring of flame appears with the subobjects available for the selected item. The flame ring was done with a particle system using animated textures. When the flame ball is not selected it shrinks down to a small ball until the user clicks on it again. This prototype provides a proof of concept for the user interface.

[Download]
[Source Code]
Cloud Generation Wizard
The Cloud Generation Wizard was a tool I programmed while interning at Evans & Sutherland. The Cloud Generation Wizard was used to model realistic realtime clouds using particle systems. The program allowed the user to create best fit axes in three directions, generate different cloud layers, and modify cloud density. This tool allowed for the particle system associated with the cloud to have a more realistic and natural looking shape than a computer generated set of particles.

Neural Network Simulator
The Neural Network Simulator is a program to allow for the rapid visual prototyping of neural networks using a graphical user interface. Neurons, stimulators, and recorders are placed in the workspace using the mouse. Connections are formed by clicking and dragging between neurons, stimulators, and recorders, and properties of each primitive in the network can be modified by right clicking on the primitive. This program was created using Visual C++ during an independent study that lasted two semesters. The Schmajuk-DiCarlo backpropagation model was implemented and confirmed using the Neural Network Simulator.

[Download]
[Source Code]
[Paper1 | Paper2]
JFLAP - Java Formal Languages and Automata Package
JFLAP is a package of graphical tools which can be used as an aid in learning the basic concepts of Formal Languages and Automata Theory. During my summer working with the Duke University Research in Object Oriented Languages, I added the ability to perform conversions to and from regular expressions and finite state automata. I also worked on Pâté, a visual and interactive tool for parsing and transforming grammars. I programmed a novel visualization for showing the parse tree for context free grammars.

[Download JFLAP]
[Download Pâté]
[Publication]
HyperReader
HyperReader is a speed reading program created in Visual C++ using MFC. The goal is to incorporate several speed reading methods into one program to allow users to discover the most appropriate speed reading methods for their needs. It includes five speed reading methods: Rapid Serial Visual Presentation, South North Scrolling, Ticker-Tape, Teletype, and Window. The idea spawned from an idea presented to me by a professor.

[Download]
TALKS:
Getting Started
Freeplay 2010
August 14, 2010
Melbourne, Australia

[Download]
Getting Started with XNA
Freeplay 2009
August 14, 2009
Melbourne, Australia

[Download]
Critical Thinking About Video Games
The Age VCE and Career Expo 2009
April 25, 2009
Melbourne, Australia

[Download]
Reinventing The Game: The Future of Games in Australia and the World
iDEF Develop Symposium and Industry Showcase
November, 13, 2008
Melbourne, Australia

[Download]
PAPERS:
A Dice Game in Third-Person Augmented Reality
Richard Colvin, Ted Hung, David Jimison, and Ben Johnson
Second IEEE International Augmented Reality Toolkit Workshop, October 2003
Increasing Visualization and Interaction in the Automata Theory Course
Ted Hung and Susan H. Rodger
Thirty-first SIGCSE Technical Symposium on Computer Science Education, p. 6-10, 2000
CONTACT:
Email
ted.hung@alumni.cmu.edu

Location
Berkeley, California
USA