Anthony Brigante


Bachelor of Science in Computer Science

Expected April 2021 DigiPen Institute of Technology


Programming Languages
Rust (familiar)
APIs and Frameworks
JUCE Node.js
Wwise Web Audio
Game Engines
Unreal Engine (familiar)
Unity (familiar)

Internship Experience

Audio R&D Intern

June 2020 - Sept 2020 Qualcomm, Multimedia R&D Team - Redmond, Washington (Remote)

  • Researched methods of minimizing audio motion latency in interactive experiences to provide a more enjoyable and responsive experience for the listener.
  • Prototyped new spatial audio streaming technologies to bring high-quality immersive audio experiences to a wider consumer audience.
  • Developed a custom end-to-end audio experience in C++ and JavaScript to demonstrate the viability of the prototyped technologies.

Audio Programming Intern

May 2019 - Aug 2019 Tsugi Studio - Niigata, Japan

  • Built an application in C# to dynamically generate and compile C++ software for 3 different platforms.
  • Optimized C++ DSP Code to achieve a performance increase of ~4900% via Data Oriented Design and SIMD assembly intrinsics.
  • Ported C# DSP objects into C++.
  • Wrote a C/C++ Fast Fourier Transform capable of using a 4096-byte window in real-time.

Academic Game Projects

Gameplay Programmer

September 2020 - Present Aster (Work in Progress) - Team Size: 6

  • Developing a Spell Crafting and Combat Game built in Unreal Engine 4 focused on making players feel like a powerful Mage.
  • Prototyped a basic Spell interface that helps the team quickly create new and interesting spells.
  • Designing a Spell Crafting System implementation that lets players combine spell components to create a variety of unique spells.

Gameplay Programmer | Technical Director

September 2018 - April 2019 Higher Power - Team Size: 7

  • Built a VR God Game for the Oculus Rift using Unreal Engine 4.
  • Designed and Programmed a C++ Temperature System to provide new and exciting emergent gameplay experiences for our players
  • Implemented a Blueprint Wrapper around the Temperature System to help designers quickly tweek and modify the underlying logic.
  • Ensured that code quality adhered to style and performance standards by using an Unreal Style Guide.

Core Engine Programmer | Tools Programmer

Sept 2017 - April 2018 Contingency - Team Size: 7

  • Created a Custom 2D Game Engine in C++ and OpenGL with a user-friendly API.
  • Architected and Implemented a component system for dynamic Game Object Creation to allow for robost and rapid prototyping.
  • Designed and Built a scene and game object editor using ImGUI to allow our Game Designers to work in-engine with no programming required.

Audio Programming Projects

Granular Synthesizer

March 2019 - May 2019

  • Learned the fundementals of the JUCE Audio C++ API
  • Implemented an effecient system capable of running 10 large grain clouds simultaniously in real-time.
  • Architected a randomization system for a grain’s start/stop positions to create unique sound textures.

HRTF Wwise Plugin

September 2018 - December 2018

  • Researched HRTF filter design and architecture to gain experience with spatialization DSP.
  • Developed a custom time-domain HRTF plugin in C++ capable of spatializing ~100 concurrent audio sources to allow for creation of more immersive player experiences
  • Learned the inner workings of the Wwise Plugin API to expand my understanding of Wwise and it’s API ecosystem.

MIDI Synthesizer

Jan 2017 - May 2017 Course: Introduction to Audio Programming (ECE101L)

  • Programmed an ARM Microcontroller to be an Additive MIDI Synthesizer.
  • Designed a system to parse and understand MIDI Commands in real-time.
  • Gained Experienced with Q-Format Integer Math

Leadership Experience

Teacher’s Assistant - Introduction to Audio Programming (ECE101L)

Jan 2018 - Present

  • Mentored over 40 students on the fundementals of audio programming.
  • Taught students how to build an Additive MIDI Synthesizer on an ARM microcontroller.
  • Graded programming assignments based on high-quality code via style and performance metrics.