James Chagaris  Game Programmer 15709 NE 53rd St
Redmond, WA 98052
201-923-1037
jchagari@digipen.edu

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     Hi, I'm James Chagaris. I've played video games since I was two, and I've always wanted to make them, it's in my blood.  I've loved RPGs since I first played Dragon Warrior III on the NES.  Due to Next-Gen games, I've recently gotten into First Person Shooters.  It's exciting to see AI and Physics advancing in games.

     Outside of the gaming universe I like to hang out with friends, shoot archery, and go camping.  School devours 26 - 30 hours out of a 24 hour day, so I had to prioritize and put my interests aside, but I'm about ready to pick them up again.

     I've been programming C++ for seven years now, and I'm about to graduate with a degree in Real Time Interactive Simulation (Comp Sci), and Minors in Math and Physics.  I'm currently a senior at DigiPen Institute of Technology where I learned about various aspects of making games, and worked in teams to design and implement a new game every year.  My main interests lie in Tools, AI, and Physics.  Since I'm still a student, I felt it was best to make engines and tools for myself, instead of using something that was already made, such Ageia PhysX or Lua scripting.  My reason for thinking this is that by doing this I'll get a better understanding of what is going on in these types of systems, and then I can better implement other packages in the future.

     In the current game that I'm working on at Digipen, I am designing and coding a 3D ridged body physics simulator for a 3D survival horror game.  The game is currently in its pre-alpha stage, and will be done in April.  For the game I'm currently working working on getting multiple objects to stack on top of each other, while not slowing the game down too much.  For my Junior year game I coded gravity, magnetism, and collision in Cartesian and Spherical coordinate systems.  That game was a 3D physics-based space puzzle game.

     For this year's game I have developed a few of my own tools.  I recently took the game's engine and made a level editor.  Over the winter break I made a profiler for our game, so we can find the bottle necks in our game.  Before last summer I developed my own Data Manager which is a file parser with functionality that allows for Data Driven development, which we are using in this years game. 

     For AI I have used state machines to implement patrolling and chasing of objects, I have used flocking to create schools of fish that run away from the sharks trying to eat them, I have implemented A* path finding and Floyd-Warshall path finding.  I have also made a Neural Net that knows the best moves to make in Tic-Tac-Toe and another Neural Net that could reasonably tell the difference between different people's finger prints.  I have learned about other methods for AI, but sadly I haven't had a chance to do much more than what's listed.

 

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