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ANDREW ROGERS

i've been known to program

I'm a nineteen-year-old programmer from Massachusetts. I like to play, watch, and make games, view, study, and discuss movies, and listen to and compose music. Occasionally I write about video games for Anime Night.

Education

I'm working on a Game Programming degree at Becker College, expected 2020. I also graduated high school, but the previous sentence probably told you that.

Experience

While I currently don't have any professional experience in the programming field, I've worked on a number of projects in my spare time that demonstrate my skills. See the "Projects" section below for some highlights!

Skills

I'm more than capable with:

I've also spent some time with:

Projects

Anime Night Logo

Anime Night is a media website started by a few friends of mine. Though I've been writing for the site since its inception, I didn't deal with the technical side of the site significantly until we launched the second version of the site in early 2016. This update entirely scrapped the previous PHP-based site, and replaced it with a new site using Ruby on Rails that I developed. The admin panel of the site is written in React.

Colosseum Coach Logo

Colosseum Coach is a mobile game I worked on as a part of a team with MassDiGI, during my freshman year of college. The game tasks the player with recruiting and training a team of gladiators to defeat monsters in a variety of arenas. I came on the project in the second semester as a programmer, and I helped complete the game and see it through to release in March of 2017. The most significant parts of the game I worked on were the currency system and the gossip system.

YTLP16 Logo

YouTube Let's Player Simulator 2016 is a simulation/management game I developed where you manage a YouTube channel and attempt to become an internet gaming celebrity. It's based on a previous game of mine, YouTube Let's Player Simulator 2014. This previous game was developed in only a few hours and intended as a joke, a simple satire of YouTube gaming culture. Apparently, it was taken differently, and the game inexplicably took off at some point near the end of 2015. I began working on a real sequel to it, and by mid-2016 I'd finished this game. In contrast to the original, it's more serious, more complex, and - most importantly - a whole lot more fun.

Rant Logo

Rant is a domain-specific programming language for procedural text generation. The project was started by Nicholas "TheBerkin" Fleck in August 2014, and I came into the project in December of that year. I helped rewrite the compiler twice, each time to make it faster and less bug-prone than the last. I also implemented a Javascript-inspired scripting language for more complicated text generation, though we are in the process of replacing it with a Lisp-inspired language that fits better with the rest of the Rant programming language. Throughout my time on the project I've also added sophisticated support for rhyming to the language, optimized dictionary queries, and created an exporter that can sort and structure a dictionary file into the most efficient and human readable structure.

Sam Law Logo

Sam Law in The Revenge of the Ape Who Shall Not Be Named (not the original title) is a short humorous adventure game I developed, made in Unity and published late 2016. The story follows a dim-witted detective through a rather pointless case, as he attempts to discover the truth about what happened to That Ape Who Was Shot. The game is entirely voice-acted and features a soundtrack I created.

(picture not available)

Dunamis was a game development framework for C# I worked on with its creator, William "killowatt" Yates. It was meant to be a layer over OpenTK, a binding of OpenGL and OpenAL for C#. It abstracted away a lot of the details of creating a renderer in OpenGL, and made working with OpenTK easier and more concise. We abandoned the project when Vulkan was announced. Vulkan is the successor to OpenGL, which promised to make a lot of rendering tasks easier, and we felt our time would be better spent by starting over with the Vulkan API when it was released.

Hamlet: The Movie: The Game is a short rhythm game I made for a project in my senior year of High School. The assignment was to create an "interpretation" of the "To Be or Not To Be" soliloquy from Shakespeare's Hamlet. I decided that, the best - or, perhaps, the funniest - interpretation I could do of it was to turn it into a rhythm game. By setting some voice clips from the 1990 Mel Gibson version of Hamlet to a eurobeat song, I managed to - with the addition of some "interesting" backdrops to the gameplay - create probably one of the strangest versions of "To Be or Not To Be" you'll see.

Contact

The best way to contact me would be through email, at [email protected].

In terms of social media, you can mention me on Twitter for casual conversations. For more professional discussions, you can connect with me and send me a message via my LinkedIn