CV

Anthony Brigante

Education

Bachelor of Science in Computer Science

Expected April 2021 DigiPen Institute of Technology

Skills

Programming Languages
C++
JavaScript
C#
Rust (familiar)
APIs and Frameworks
JUCE Node.js
Wwise Web Audio
FMOD ImGUI
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.