About Me
My name is Hector Llanos. I graduated from Full Sail University, and I have worked in various positions in engineering. I have a strong passion for creating and developing video games. My passion are in the follow areas:
- Tools
- Pipeline
- Optimization
- Architecture
- Networking
- Continuous Integration (CI)
Programming and Scripting Languages
- Bash
- Windows Batch
- C++
- C#
- C
- Java
- Json
- Lua
- MEL
- Objective-C
- SQL
Noteworthy Tools
- Maya World Editor
- Create individual levels
- Denote unique objects
- Reference assets via Maya Referencing
- Exported to custom file format
- Character Customization
- Generate a new character during runtime from shirts, heads, and pants
- Model/Animation/Character Exporter
- Export assets from Maya using a custom file format
- Particle System Editor
- External editor tool to generate visual effects in a custom game engine
- Asset Automation Exporter
- Recursively exported every Maya files using FBX
- Exported every Photoshop file to TGA
- When there was a change, checked-in exported assets to source control
- Can generate jobs to export assets for any time interval
- Asset Reference
- Identify any asset in any folder for Unity
- Async load asset from Resources/StreamingAssets/AssetBundles
Engines, API, and SDKs
- CryEngine
- Unity3D
- Havok
- OpenGL
- DirectX
- XNA
- SVN/Perforce/Git