Paul Bernard

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Game & Software Developer
Database Administrator
Hi, my name is Paul Bernard! I am currently a Maximo Consultant for IDC Technologies and I am also a Video Game Developer. The following are projects I have worked on during my tenure at the New England Institute of Technology and while working fulltime as a Maximo Consultant.
Maximo
maximo maximo maximo
          Maximo is software suite developed by IBM that allows companies to track supply chain, inventory, work management, asset management, and more. I began workng in Maximo in 2015 while employed at National Glass and Gate, Int'l and I have continued with it since while working for other consultant companies such as Maven Asset Management and IDC Technologies. I was also contracted to set up the Maximo envronment as well as the server environment for Brown Point Facility Maintenence Services in 2017 and continued to support thier configuration for the next year. Over the course of my Maximo career, I have server as a Lead System Admin, Lead Database Admin, Lead Technical Consultant, and Senior Consultant.
Untitled Project
          This was the projected that I presented as my Senior Project at NEIT. I served as the Lead Programmer on the project and developed about 95% of the source code personally. The artwork and level were designed by the 3 designers I was paired with. The game itself is a 2D side-scrolling platformer in which stealth mechanics play a role in the gameplay. The player can pull himself to any wall or platform and can pick up objects to shoot at enemies patrolling the platforms. The play must also find ways around certain laser traps that have been laid and cameras that sweep the area.
Spell Hands
          Spell Hands was a game I helped develop during my Level Design & Gameplay class at NEIT. The team involved consisted of 1 designer, and 3 programmers. In this project, I worked mostly on UI as that had not been a prior focus of mine. I also assisted in the the devleopment of the player attack functionality and designed the first room of the level. We later then started to port the game to VR but did not get to finish the implementation before the class concluded. There are plans to go back an revisit this game after graduation ton finish the VR implementation and expand on the gameplay.
Food Fight
          Food Fight is the game I served as the Lead Programmer for and developed during my Game Studio class the New England Institute of Technology. Since this game was developed as a 2D top down shooter in Unity, the majority of the scripts were written in JavaScript. I was also in charge of version control and design changes to the current build.
Space Escape
          Space Escape was a project I worked on and completed for my Game Prototyping class at NEIT. Myself, along with my teamate, had to complete a five level 3D game where each level had a different obstacle in it for the player to overcome to move on to the next level. The player also had to complete the game with a given time limit as well or else he would lose. A HUD also had to be designed in a way that it persisted throughout all the levels but did not show up during the initial tutorial level where helpful messages would be displayed instructing the player how to play the game instead.
Asteroid
          Asteroid is a little minigame that my API Programming class designed together at the beginning. As the class continued, each student was encouraged to make thier own changes to the code to show that we knew how to properly access the DirectX engine to display graphics and create logic in a Windows game application using the computer’s GPU. This game was developed using C++ and the DirectX 8 SDK.
Penguin Plunge
          Penguin Plunge is a game that I solely developed for my final project in my Unity II class. I did not design all of the assets in the game as I had attained some of them fro the Unity Store, but I fully developed both the level design and code for the game. The point of the game is to get the penguin down to the iceberg in the least amount of clicks and have the penguin land facing right side up. Points are deducted for every cube destroyed and tthe player loses of the penguin lands any other way or if the player falls in the water.