• C/C++, C#, XML, XAML
• .Net, WPF, MFC, Win32, WinForms, Collada, Boost, STL, 3DSMax Plug-in SDK,
nUnit.
• Direct3D, OpenGL, XNA
• Windows 9x/NT/2000/XP/Vista/7
• MS Visual Studio, MS SourceSafe, MS TFS, Perforce, Intel Vtune, JIRA,
TeamCity, SVN.
• Agile development, SCRUM, Design patterns, Unit testing.
EMPLOYMENT HISTORY
Realtime Worlds Ltd,
Dundee, UK
July 2009 – August 2010
Senior Software Engineer
• Working on an unannounced MMO game.
• Support internal artists by providing tools that use WinForms.
• Leading small team to rewrite math library.
• Helped design and implement multi-threaded spatial data structures for
storage of large datasets.
• Helped design and implement multi-threaded streaming system for streaming of
large datasets in realtime.
• Working with a local university, through Realtime Worlds, mentoring 3rd year
computer science students on their final projects.
Kaneva LLC,
Atlanta, GA
August 2007 – March 2009
Senior Software Engineer
• Led project to maintain and extend editor written primarily in MFC. The
editor was used internally by artists to build 3D environments within the virtual
world.
• Assisted in researching methods of refactoring the core codebase.
• Helped to debug and refactor legacy code.
Analytical Graphics Inc.,
Exton, PA
March 2004 – August 2007
Senior Software Engineer
• Led project to rewrite base 3D graphics rendering system written in C++ that
tied into the .Net project Insight3D.
• Developed archiving system for loading/saving of 3D models.
• Helped debug and maintain legacy graphics code for backwards compatibility.
• Maintained tools written for internal use that were implemented using
WinForms.
• Mentored local high school students, through AGI, to program a robot to do
specific tasks.
Ubisoft,
Raleigh, NC
March 2001 – March 2004
Software Engineer, Redstorm Entertainment a subsidiary of Ubisoft
(June 2003 - March 2004)
• Helped maintain 3D rendering system that utilized the Direct3D API for both
PC and Xbox.
• Designed and developed particle system used to simulate such effects as fire,
smoke and water.
• Designed and developed in C++ a 3D rendering system for the third-person game
Loose Cannon.
Software Engineer, Sinister Games a subsidiary of Ubisoft
(March 2001 - June 2003)
• Designed and developed a 3D rendering system written in C++ that utilized
the
Direct3D API for both the PC and Xbox.
• Wrote vertex shaders to do morphing, skinning, environment mapping, specular
highlighting and transformation of geometry.
• Designed and developed shadowing system that handled both shadow volumes and
shadow mapping techniques.
Virtus Corp,
Cary, NC
January 1998 - March 2001
Software Engineer, NxView Technologies a subsidiary of Virtus
(November 1999 – March 2001)
• Chosen to work with team to implement NxView’s existing software rasterizer
into Macromedias 3D Flash technology.
• Corrected errors within existing rendering system that utilized Direct3D and
OpenGL.
• Determined if requested features and program changes were possible within
existing rendering system.
• Worked with QA team to diagnose incompatibilities of rendering system with
various video cards and operating systems.
• Conducted studies pertaining to development of new rendering technologies to
meet projected needs.
Software Engineer, Virtus Corp
(January 1998 – November 1999)
• Part of core technology team that designed and implemented large 3D scene
database to be used within the OpenSpace3D technology.
• Worked with OpenSpace3D for Director team to design and implement 3D
animation components.
• Designed and developed 3D importers for Alias Wavefront, Rhino 3D and Spatial
Technologies ACIS.
• Developed system to adaptively subdivide NURB curves and surfaces into
renderable primitives.
Random Games Inc,
Morrisville, NC
May 1996 - January 1998
Programmer
• Member of the team that designed and developed the PC game Wages Of War, also
ported Wages of War to Macintosh.
• Member of the team that designed and developed the PC game Soldiers At War, a
turn-based, tile-based isometric, networkable game.
• Designed and implemented artificial intelligence used in Soldiers At War.
• Worked with art and design staff to help develop tools and game editor for
building levels within the game.
EDUCATION
North Carolina State University, Raleigh, NC 1997
• B.S. Mathematics
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