Patrick Algermissen

Patrick Algermissen

Senior Cinematic Engineer / 21 yrs

San Rafael, CA, United States

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Technical Designer

Madden NFL 18: Longshot (2017)

Producer

The Other Side (2015)

Gameplay Programmer, Cinematic Technology Engineer

Tales From the Borderlands (2014)

Cinematic Technology Engineer

Game of Thrones: A Telltale Game Series (2014)

The Walking Dead: Season 2 (2013)

Gameplay Programmer

The Wolf Among Us (2013)

Gameplay Programmer

Madden NFL 25 (2013)

Animator

Pupsock & Wendell in The Gallery of Doom (2007)

Animation Effects

Pupsock & Wendell vs. the Sky Pirates

Work History
  • Owner / FX Artist

    Poem Pictures, Inc.

    2004 - Present

    We produce Motion Pictures, primarily in the Fantasy genre.

    For-hire services include Animation, Special FX, Virtual Set construction and compositing, Character Design, HD Camera Rental (with or without Operator), Editing, and Production Consulting. Our primary focus is on practical FX: Puppets, miniatures, etc.. We also provide Computer Generated FX and Animation.

  • Cinematic Technology Engineer

    Telltale Games

    January 2015 - April 2016

    Expand and enhance creative visual storytelling in Telltale's cinematic games, working closely with the company's Cinematics Director, Art Director, Lighting Director, Episode Directors, and lead Cinematic Artists to develop new technology to meet their needs.
    I help create the tools that define the future of cinematic gaming.

  • Gameplay Programmer

    Telltale Games

    December 2013 - January 2015

    Work with producers, designers, writers, animators, UI artists, and
    audio team to bring together all assets in the game and make it
    playable, and to make sure gameplay "feels right".
    Work with the team throughout an episode's life cycle to integrate script changes, iterate on gameplay, and help with final polish.

  • Software Engineer

    Electronic Arts

    November 2012 - November 2013

    Programmer on the Physics team for NCAA Football and Madden NFL.

  • Senior Software Engineer

    The DiSTI Corporation

    August 2011 - November 2012

    Programmer on Replic8, a tool which enables non-programmers to rapidly develop interactive 3D training content. Worked on overall architecture and many subsystems such as: ability to turn a recording into an interactive lesson, fixing shader bugs, and implementing a collision detection engine.
    Developed an OpenGL ES 2.0 Rendering engine used by Jaguar Land Rover for in-dash "infotainment" displays.

  • Serious Games Simulation Engineer/Architect, Scenario Designer

    ICF International

    October 2009 - July 2011

    Developed several Game-based Training Applications for government clients, mainly military.
    Served in various capacities on several different projects, including: Lead Programmer, Programmer, Tools Development, Designer, and Voice Director.

  • Software Engineer

    Northrop Grumman Mission Systems

    2005 - 2009

    Programmer on The Portal, which facilitates real-time communication
    between various flight simulators that each used different data
    protocols (DIS, HLA, TENA, etc.).
    Interviewed applicants, mentored junior engineers, designed large pieces of the system architecture, developed tools to work with the data, implemented new systems and support for new protocols.

  • Computer Science Staff

    United Space Alliance

    2002 - 2005

    I made the Swing Arms swing on the Space Shuttle Launch Pads, and I helped improve flight-readiness processes for the Orbiters.
    Was one of the guys in the firing room who sat at the old monitors and said "We are go" during Space Shuttle launches.

Education
  • Character Animation

    Animation Mentor

    2009 - 2010
  • Bachelor of Science (B.S.) in Computer Science

    University of Central Florida

    1999 - 2001