Paul James Mannering Portfolio
GamesProgramming3D ModellingMultimediaAbout
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About

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Personal Details:

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Name:                Paul James Mannering

Date of Birth:    26th March 1986

Country:..................England

E-mail:               paul.mannering@tiscali.co.uk

 

.Paul James Mannering

Image by Andrew Alston (©Copyright 2006)

Paul James Mannering

Photograph taken on the 26th August 2007

 

Paul James Mannering

Photograph taken on the 22th August 2007

About Me:

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Hi, my name is Paul James Mannering and I have been programming computer games since the age of 14 (the year 1999). When people ask me why I do this it is quite simple. I love games (playing them and making them).

The first thing that inspired me to take this route in life was when I acquired a Sony Playstation One console (in 1998). It was the first time I'd experienced true 3D game environments and the idea of creating my own, for the rest of the world to play, was all the inspiration I needed.

Back in the day I started off by trying to learn C++ and created a few simple text based games. However, starting off with C++ as my first programming language was a bit of a mistake. It was hard, being thrown in at the deep end, and eventually I threw in the towel. That was until we started doing some Visual Basic at school. As a side project I developed a simple card game called Target Cards (the aim was to draw up to 5 cards from a pack, then add them up to get as close to the target number as possible).

 

Target Cards

Target Cards, developed in Visual Basic (2000).

 

Suddenly with this simpler language under my belt, and my first true graphical game, the C++ didn't seem so daunting. So I gave it another shot. This time it all made sense, and the only hiccup was getting my head around the idea of pointers (one of C++'s most powerful features).

Next came the step up in class. Moving from the console to understanding the complexity of an operating system is enormous, and something which there are few good books on for beginners (although the .NET framework has come a long way to shortening this gap since). I started off with some simple Microsoft Windows MFC based projects, but this just seemed pointless as you could do most of it much easier in Visual Basic.

But then at the age of 16 (When I started doing my A-levels), I brought a book on Directx 8 (Game Programming All-in-one, 1st Edition) and made the dream of creating 3D worlds a reality...well it was a start anyway (I couldn't model 3D geometry of my own then so use your imagination). Again, the step up in difficultly was hard to get my head around (especially while doing my A-levels at the same time), but I persisted. As a side project I also learned how to use 3D Studio Max (using the 30-day free demo), although I later used Maya extensively at University, and experimented with the Half-Life Hammer Editor to create a few maps for counterstrike.

 

Half Life Map Screenshots

Click on this picture for more Half Life map screenshots (2002)

 

Then just as I started University (in 2004) I brought a book called Programming a Multiplayer FPS in Directx, written by Vaughan Young. Somehow this book made everything to do with the C++game programming easy to understand, and it was the catalyst I needed to not only create my own simple FPS, but also to develop my own game engine, to power all my future games (if you're reading this Vaughan I can't thank you enough).

 

Game Programming All-in-One, 1st Edition..........Programming a Multiplayer FPS

Early books that were a great help along the way

 

Then time passed (2 years), and the end result was a 3D shader based game engine, which I called Project Realism (written in C++, using Directx 9.0c), and an accompanying game editor called the PREditor (Written in MFC...so it did come in handy in the end). The only thing missing though was a game to show it off. Now at University, I was set a final year project to complete my degree. The only thought in my head was to write a 3D computer game, one as close to commercially quality as I could program in 6 months.

The game that resulted was called Boy Racer, a 3D street racing game based on bashed up old cars (something not seen very often in the gleaming world of most 3D racers). For this I teamed up with an Artist called Andrew Alston (see the illustration of me above for all the information you need on him) and 2 other sound/3D modellers. The demo can be downloaded from the Boy Racer website, now hosted here.

 

Boy Racer

Boy Racer, released March 2007

 

After Boy Racer was finished I needed a new challenge in life. While looking for a job in the commercial games industry (in the South East of England), I began work on updating my game engine (PREngine) to take advantage of the new hardware that had began to sweep through the PC landscape. Namely dual core processors, and Shader Model 3 GPU's. However development stopped on PREngine 2 after just 6 months due to alternate commitments with my first job in the games industry.

 

Which brings me to the present. I'm currently working at Zoë Mode (formally known as Kuju Brighton) as a programmer. The games I've worked on here (that have shipped) include:

  • Disney Sing It
  • Disney Sing It: High School Musical 3
  • Disney Sing It: Pop Hits
  • Disney Sing It: Party Hits
  • Chime
  • Office Daze
  • Chime Super Deluxe
  • Crush 3D

 

For more information about these games, see the games I've worked on page here.

Top 10 Games:

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  1. Super Mario Galaxy Wii

  2. Super Mario Galaxy 2 Wii

  3. Mario 64 N64

  4. Grand Theft Auto San Andreas Windows

  5. Bioshock XBOX 360

  6. Mass Effect XBOX 360

  7. Half-Life 2 Windows

  8. God of War PS2

  9. Grand Theft Auto Vice City Windows

  10. Sonic The Hedgehog Mega Drive

Games Machines Owned:

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Sega Master System (1995-1997).......Sega Saturn (1997-1998).......Sony Playstation One (1998-2001).......Sega Dreamcast (2001-Present)

Nintendo Gameboy Pocket (1998-2001).......Nintendo Gameboy Color (2000-2004).......Ninetndo DS (2007-Present).......PC's (2000-Presnt)

Sony Playstation 2 (2005-Present).......Microsoft XBOX 360 (2007-Present).......Nintendo Wii (2007-Present)

 

Skills:

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Skills

Details

Year(s) Experience

Programming Languages

C++
C#
Objective-C
XNA
Visual Basic
XML (DTD, Scheme, XSLT, etc)
HTML

11
4
1
3
2
6
8

Scripting Languages

Lua
Python
BASH
Flash ActionScript
Javascript

5
2
2
3
2

Build Environments

Cygwin and Makfiles
Shell Scripts
(Linux .sh files)
Batch Scripts (Windows .bat files)

3
3
3

Shader Languages

HLSL
Cg
GLSL

5
3
2

Graphics API’s

Directx 9
Directx 11
OpenGL

7
2
4

Physics API’s

Newton Game Dynamics
Open Dynamics Engine (ODE)
Tokamak
Bullet

3
1
2
1

Other API’s

Direct Input
Direct Sound
Direct Show
Apache Xerces_c (XML parser)
TinyXML
MFC (Visual C++)
STL (Standard Template Library)
SDL (Simple Directmedia Layer)
FMOD (Cross-platform sound system)
Bink
Maya API

3
3
2
3
3
5
7
1
3
3
1

Software

Microsoft Visual Studio
Metroworks CodeWarrior (Wii & PS2)
SN Systems ProDG (PS3 & PS2)
XCode
Perforce (Source Control)
PIX (Windows and XBOX360)
NVidia FX Composer
ATI RenderMonkey
Autodesk Maya (polygon modelling)
Autodesk 3D Studio Max (polygon modelling)
Adobe Photoshop
Adobe Flash
Adobe Dreamweaver
Adobe Audition
Adobe Premier
Adobe After Effects
Microsoft Office (Word, Excel, PowerPoint, Access, Publisher, etc)

11
3
3
1
3
4
4
3
3
2
8
4
5
2
2
2
10
+

Documentation Generation

Doxygen

4
Platforms

Windows
XBOX 360
Nintendo Wii
Nintendo 3DS
Playstation 3
Playstation 2
MacOSX
iPhone OS
Linux (Ubunta)

11
3
3
1
3
2
1
1
1

Books on Shelf:

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C++
    1. Effective C++, Second Edition (Meyers, 1998)
    2. More Effective C++ (Meyers, 1996)
    3. The C++ Standard Template Library (Josuttis, 1999)
    4. Effective STL (Meyers, 2001)
    5. C++ for Games Programmers, 1st edition (Llopis, 2003)
    6. C++ for Games Programmers, 2nd edition (Dickheiser, 2007)
    7. Sams Teach Yourself C++ in 24 Hours, 2nd Edition (Liberty, 1999)
    8. Instant C++ Programming (Wilks, 1994)
Game Programming
    1. Game Programming Gems 5 (Pallister, 2005)
    2. Game Programming Gems 6 (Dickheiser, 2006)
    3. Game Programming All-in-One (De Sousa, 2002)
    4. Game Coding Complete, 1st edition (McShaffry, 2003)
    5. Game Coding Complete, 2nd edition (McShaffry, 2005)
    6. Sams Teach Yourself Game Programming in 24 Hours (Morrision, 2003)
    7. Game Development with Flash Actionscript (Moronta, 2004)
    8. Start Your Engines: Developing Driving and Racing Games (Parker, 2005)
    9. Advanced Game Programming: A gamedev.net Collection (Hattan, Sikora, 2009)
    10. Video Game Optimization (Garney, Preisz, 2010)
Game Engines & Graphics
    1. Real-Time Rendering, Third Edition (Akenine-Möller, Haines, Hoffman, 2008)
    2. Game Graphics Programming (Sherrod, 2008)
    3. Ultimate 3D Game Engine Design and Architecture (Sherrod, 2007)
    4. Cross-Platform Game Programming (Goodwin, 2005)
    5. 3D Game Engine Programming (Zerbst, Duvel, 2004)
    6. Game Engine Tool Development (Wihlidal, 2006)
    7. GPU-Based Techniques for Global Illumination Effects (Szirmay-Kalos, Szecsi, Sbert, 2008)
    8. Game Engine Architecture (Gregory, 2009)
    9. Multi-Threaded Game Engine Design (Harbour, 2010)
    10. Game Engine Gems (Lengyel, 2010)
Directx
    1. Programming a Multiplayer FPS in Directx (Young, 2004)
    2. Programming Role Playing games with Directx (Adams, 2002)
    3. Advanced Visual Effects with Directx (Walsh, 2006)
    4. Real-time 3D Terrain Engines using C++ and Directx 9 (Snook, 2003)
    5. Beginning Directx Game Programming, 2nd Edition (Engel, 2003)
    6. Microsoft Direct3D Programming Kick start (Walnum, 2003)
    7. Advanced Animation with Directx (Adams, 2003)
    8. Game Programming with Directx in 21 days (Walnum, 2003)
    9. Beginning Directx10 Game Programming (Jones, 2007)
    10. Character Animation with Direct3D (Granberg, 2009)
OpenGL
    1. OpenGL Programming Guide, 6th Edition (Shreiner, Woo, Neider, Davis, 2007)
    2. Beginning OpenGL Game Programming (Astle/ Hawkins, 2004)
    3. More OpenGL Game Programming (Astle, 2006)
Shader Programming
    1. Shader X3 (Engel, 2005)
    2. Shader X4 (Engel, 2006)
    3. Shader X5 (Engel, 2007)
    4. Shader X6 (Engel, 2008)
    5. Shader X7 (Engel, 2009)
    6. GPU Gems 3 (Nguyen, 2007)
    7. Shaders for Game Programmers and Artists (St-Laurent, 2004)
    8. Programming Vertex and Pixel Shaders (Engel, 2004)
Scripting
    1. Game Development with Lua (Schuytema/ Manyen, 2005)
MFC
    1. Practicle Visual C++ 6 (Bates/ Tompkins, 1999)
    2. Sams Teach Yourself Visual C++.NET in 21 Days (Chapman, 2002)
.NET Frameworks
    1. Sams Teach Yourself Visual C#.NET in 24 Hours (Foxall, 2006)
    2. Cross-platform .NET Development: Using Mono, Portable .NET, and Microsoft .NET (Easton/ King, 2004)
    3. Visual Basic.NET for Absolute Beginners (Harbour, 2002)
Linux
    1. Beginning Ubuntu Linux, 2nd edition (Thomas, 2007)
    2. Programming Linux Games (Loki with Hall, 2001)

Mac

    1. Programming in Objective-C 2.0, 2nd Edition(Kochan, 2009)

AI

    1. AI game programming Wisdoms (Rabin, 2002)
    2. AI Game Engine Programming (Schwab, 2004)
XML
    1. Sams Teach Yourself XML in 24 Hours (Morrison, 2002)
    2. C++ XML (Arciniegas, 2002)
Art
    1. Beginning Ilustration and Storyboarding for Games (Pardew, 2005)
    2. Stop Starring: Facial Modeling and Animation Done Right with Maya (Osipa, 2003)
    3. Graphic Design: A Concise History (Hollis, 2001)
Misc
    1. Mathematics for Game Programmers (Tremblay, 2004)
    2. Mathematics for 3D Game Programmers and Computer Graphics, 2nd Edition (Lengyel, 2004)
    3. Game Localisation Handbook (Chandler, 2005)
    4. Visual Basic for Absolute Beginners (Vine, 2001)
    5. Sams Teach Yourself Java 2 (Cadenhead/ Lemay, 2004)
    6. Javascript the Definitive Guide, 4th Edition (Flanagan, 2002)
    7. HTML Goodies, 2nd Edition (Burns, 2002)
    8. Sams Teach Yourself CSS in 24 Hours (Bartlett, 2002)
    9. Sams Teach Yourself Adobe Premiere Pro in 24 Hours (Sengstack, 2004)
    10. Modern Multithreading (Carver/ Tai, 2006)
    11. The Art of Multiprocessor Programming (Herlihy, Shavit, 2008)
    12. Programming the Cell Processor (Scarpino, 2009)

 

Book Shelf

My Book Shelf (Photograph taken 2009)

 

© Copyright Paul James Mannering, 2004-2011