Michael Mandel
mike@mmandel.com

http://www.mmandel.com/portfolio


22 Chestnut Pl. #604

Brookline, MA 02445

(412) 606-4000

 

OBJECTIVE

Obtain a fulltime position engineering cutting edge interactive entertainment software that presents meaningful creative and productive challenges

 

 

 

EDUCATION

Carnegie Mellon University – Pittsburgh, PA

M.S. in Computer Science, Interactive CG/Animation focus
Graduated 12/2004

 

Carnegie Mellon University – Pittsburgh, PA

B.S. in Computer Science, Business Administration minor

Major GPA: 3.77/4.0 

Cumulative GPA: 3.65/4.0 – Dean’s List
Graduated 4/2003

 

 

 

 

 

 

 

 

 

WORK

Harmonix Music Systems / MTV

2/2009 – Present
Cambridge, MA

EXPERIENCE

Software Engineer

 

·          Creatively apply and develop technology to improve character performance, cinematography, and venue effects for the Rock Band games and other related titles

·          Work closely with art and audio teams to evolve game authoring tools

·          R&D work for future authoring and character technology, including new in-house motion capture studio

 

 

 

Electronic Arts

7/2007 – 11/2008
Los Angeles

 

 

Animation Engineer

 

 

·          Developed advanced character animation system for creating semi-autonomous “digital actors” that express emotion

·          Using the Unreal 3 engine, our team collaborated with Steven Spielberg on an action/adventure title to ship for Xbox 360, PS3, and PC platforms

·          Combined several procedural and data-driven performance layers: breathing, posture, blinks, noise, eye darts, gaze/attention, body/facial animation, and IK

·          Designed and implemented animation state machines and blend trees

·          Worked closely with designers and animators on behaviors including jealousy, restlessness, flirting, hand-in-hand movement, combat and continuous speed locomotion

·          Developed system to assemble performances using high level adjectives providing semantic meaning to objects, events and emotional context

·          Worked closely on interface between AI, physics, pathfinding, and animation game systems

 

 

Apple Computer

5/2003 – 5/2007
Pittsburgh, PA

 

Software Engineer

 
 

 

·          Lead development of technology for real-time 3D charts feature shipping in iWork product line

·          Tasks included resolution/hardware independent tile-based rendering with OpenGL, real-time soft shadows, automatic shader code generation, multi-threaded hardware independent anti-aliasing, layered animation system, and video hardware resource management

·          Developed effective art pipeline tools with team of designers for specifying scene lighting and object material properties

 

 

Demiurge Studios

4/2005 – 4/2006
Boston, MA

 

Consultant

 

·          Provided technical direction for next-gen action/adventure console game title using the Unreal 3 engine technology

·          Specified technology guidelines for an animation system utilizing advanced motion editing and physics-based techniques

·          Wrote technical design documents during pre-production including animation transition diagrams and detailed overviews of common motion editing, blending, and simulation techniques

 

 

Microsoft Game Studios

5/2002 – 8/2002
Redmond, WA

 

Program Manager Intern

 

·          Explored production side of game development by managing opening cinematic and beta program for Rise of Nations PC title

·          Included realizing core vision of the game through a cinematic, contract negotiations, budget management, and design specification

 

 

LucasArts Entertainment Company

6/2001 – 8/2001

San Rafael, CA

 

 

Programming Intern

 

 

·          XBOX console development experience on published title Obi-wan

·          Developed in-engine 3D directional sound authoring tools, light editor, level modification and source control management

·          Engineered force feedback support and authoring tools for game engine and associated scripting language

 

 

 

SKILLS

Languages:  C/C++, Objective-C, C#, UnrealScript, Java, GLSL/HLSL shaders, MEL Script, Intel x86 Assembly, Python, SQL, ASP, JSP + Servlets, Perl, Javascript

APIs: iPhone SDK, WPF, OpenGL, Cocoa, STL, ODE Physics, Win32, Java 2.x API (including JDBC), FMod, DirectX, wxWindows, FLTK

OS: Windows XP, Apple Mac OSX , Unix/Linux

Software: MS Visual Studio, XCode, Expression Blend, SVN/CVS/Perforce, gcc/gdb, Motion Builder, 3DSMax, Maya, Interface Builder, Adobe Photoshop, Flash



Published Game Titles:  

The Beatles Rockband. Harmonix 2009.


Rock Band 3.  Harmonix 2010.

Dance Central. Harmonix 2010.


Personal Projects: iPhone game: MeowWalker, portable rhythm/puzzle experiments, physically-based character animation, skeletal animation system, motion capture editing, event-driven 2D compositing engine, cloth simulation, terrain renderer, ray tracer, console debugger

 

PUBLICATIONS

G. Sukthankar, M. Mandel, and K. Sycara. Creating Physically Embodied Agents Using Realistic Human Motion.  In Simulation Gaming Journal. March, 2008. SAGE Publications.  http://sag.sagepub.com/cgi/content/abstract/39/1/64.

 

M. Mandel and V. Zordan.  Beyond Ragdolls: Generating Versatile Human Behaviors by Combining Motion Capture and Controlled Physical Simulation.  In Proceedings of Game Developer’s Conference (GDC), 2005.

M. Mandel.  Adding Life to Ragdoll Simulation Using Feedback Control Systems.  Game Programming Gems 5.  Charles River Media, 2005.

M. Mandel.  Versatile and Interactive Virtual Humans: Hybrid use of Data-Driven and Dynamics-Based Motion Synthesis. Master’s thesis, Carnegie Mellon University, 2004.

G. Sukthankar, M.Mandel, K. Sycara, and J. Hodgins. Modeling Physical Capabilities of Humanoid Agents Using Motion Capture Data. In Proceedings of International Conference on Autonomous Agents and Multiagent Systems (AAMAS), 2004.

 

G. Sukthankar, M.Mandel, K. Sycara, and J. Hodgins. Modeling Physical Variability for Synthetic MOUT Agents. In Proceedings of Behavior Representation in Modeling and Simulation Conference (BRIMS), 2004.

 

 

 

 

 

HONORS

Honors:  2004 GameTech student scholarship winner, Recommended Reading Award for BRIMS 2004 conference paper, 5th Year Scholars Program at Carnegie Mellon, Yo-Yo Ma master class participant