Jonathan Ackerman

Game Development Software Engineer

I'm a software engineer in game development with a focus on gameplay engineering.
Currently, I am finishing my Bachelor of Science in Computer Science (BSCS) at Digipen Institute of Technology.

Zachtronics Game Programming Intern (Aug 2019 - Jan 2020)

I spent 6 months as a programming intern at Zachtronics where I implemented gameplay features and built the animation system for an unannounced game.

My job entailed working both independently and with the team to define and implement game features.

I was also responsible for art integration and building art pipeline tools for gameplay animations.

Rule Database for Contextual Dialog (Aug 2018 - Apr 2019)

A contextual dialog system that uses the game state to query what dialog to play, using my previous project Lamb Planet (see below) as a starting point.

Based off of this presentation by Elan Ruskin

Lamb Planet (2017 - 2018)

A 3D, third-person, sailing adventure game where you explore an archipelago, meet the residents, and help solve their problems.

I built the dialog system which allowed for branching player choice and a simple writing workflow.

Built in our custom C++ engine called YTE.

Synesthesia (2015 - 2016)

A 3D, third-person, exploration game where you collect colored birds in order to bring a dead tree back to life.

I prototyped game mechanics, built a UI framework, and worked on level design.

Built in our custom C++ engine called YTE.

Ripple (2014 - 2015)

A 2D, top-down, calm physics game where you play a lantern floating down a river trying to collect flower petals.

I wrote gameplay logic, built the UI, and wrote the input system

Built in our custom C++ engine called YTE.

Revolve (Spring 2014)

A 2D, dexterity-based arcade game where you rotate a polygon to match incoming projectiles to the correct side.

I built the UI and wrote the math and collision libraries.

Revolve was my second semester game at Digipen, built using C and an OpenGL wrapper.