Partlan, Nathan, Elin Carstensdottir, Sam Snodgrass, Erica Kleinman, Gillian Smith, Casper Harteveld, and Magy Seif El-Nasr. 2018. “Exploratory Automated Analysis of Structural Features of Interactive Narrative.” In Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. Edmonton, AB, Canada: The AAAI Press, Palo Alto, California.
Researched mixed-initiative content creation and developed a graph-based representation for generation of modified, or novel, scenarios for StudyCrafter, an accessible platform for developing social science experiments as games.
As a software engineer, designed and implemented central, full-stack game systems in C# for an upcoming mobile game, using Unity.
Researched, implemented, and optimized a large-scale procedural world generation system, combining several techniques, with a focus on designer customizability.
Researched, implemented, and improved upon a recent AI pathfinding technique.
As a software engineer, implemented a flexible mission population system.
As a software engineer, implemented full-stack MOBA features in C++ and SQL.
Developed adversary and tutorial AI using Utility-based decision-making logic and Hierarchical Finite State Machines.
As an associate engineer, implemented full-stack MMORPG gameplay and UI features in an existing, large codebase and custom engine, using C++ and an internal Java-like language.
With another undergraduate student, significantly updated and improved course material for the second run of a student-led course.
Gave lectures on topics in Android game engine development, supervised student projects, graded student work.
As an intern engineer, implemented gameplay, camera, and UI features for The Nightworld, a 3D stealth-action game for iOS, powered by Unreal Engine 3.
Coded within limited memory and CPU budget for iOS, in UnrealScript and Objective C.
With another undergraduate student, researched, designed, and implemented a raycasting algorithm based on the computer graphics technique of bi-directional path-tracing, to convert the zero-gravity game level space (in which players can only jump in straight lines from wall to wall) into a graph that could be traversed by A* search for pathfinding.
Researched and implemented a flexible opponent AI using utility-based reasoning to select between behavior strategies.
Held office hours and assisted students, graded student work, updated and improved website.
Supervised final projects and provided guidance. Also graded work and assisted students during office hours.
Implemented an applied research project to verify the integrity of a user‘s email in Google‘s Gmail service.
Worked to improve lab materials in Python. Also assisted students during lab sections and office hours, and graded assignments.
Successfully completed this Google-sponsored program both as a student and, separately, as a mentor to another student.
Implemented new gameplay features in a large existing, open-source code base, using Python and wxWidgets.
Designed and taught informal programming classes to interested colleagues.
As a founder and organizer of BIGExpo, enlisted and organized professional speakers and presenters from the games industry, and student presenters from Brown University and RISD, for annual conferences at Brown. Also obtained sponsors and distributed promotional materials.
As a founding member of the Brown Game Developers Group, organized sessions, coordinated meetings with RISD students. Assisted in planning joint projects and in creating, and finding advisors for, student-led classes.
Participated in a panel Q&A session, giving advice and information about professional gameplay engineering to students in the Northeastern University Game Developers Group.
Gave a talk on engineering tips and advice learned after a year in professional game development, in a presentation to the Brown University Game Developers group.