Computer Programmer Resume Profile
NJ
Skills -
Languages and Scripting: C/C , Assembly, C , Java, Flash/Flex/Actionscript, HTML, CSS, PHP, AJAX, DarkBASIC, XML, Python, Javascript, Eventsripts Half-Life 2 , Nullsoft Scripts, Trespasser Scripts.
Software: Visual Studio, Source Safe, Git, Mecurial, NetBeans, Eclipse, FlashBuilder, Dev-C , Hyper Terminal, Maya, Adobe Photoshop, Adobe Illustrator, GIMP, ZBrush, Tortoise CVS, Microsoft Project, Microsoft Visio, Word, Excel, PowerPoint, Access, Nullsoft Installers, Putty, Cygwin.
API's/SDK's/Engines: Win32, MFC, .Net, Android SDK, QT, SDL, DirectX, OpenGL, OpenGL ES, HLSL, GLSL, Pygame, Unity3D, Maya API, Ogre3D, Renderware, Tokamak Physics, Chipmunk Physics, Windows Sockets, Serial API's, Polycom Codec RS-232 Protocols, Large Format Display RS-232 Protocols, Ogg Vorbis SDK, OpenAL SDK, Novint Falcon SDK.
Relevant Experience -
Confidential
Technologies used during this time:
OpenGL, OpenAL, OggVorbis, DirectX, Unity3D, MayaAPI, Ogre3D, Renderware, Tokamak Physics, Chipmunk Physics, Flash/Flex/Actionscript, C/C , Win32, MFC, .Net, QT, Assembly, HTML, CSS, PHP, Javascript, AJAX, DarkBASIC, XML, Python, Java, Visual Studio, Eclipse, Netbeans, Dev-C , Maya, Photoshop, Illustrator.
Projects and Tech:
- Wrote 1 Million Particles demo for Android with OpenGL ES, GLSL, and Java. Relied heavily on shaders. A falling snow effect was created with every particle moving. Tested up to 10 Million.
- Developed a 3D Game Engine utilizing DirectX. Features include loading models from file, sound, 2D rendering, shadow volumes, and skeletal animation. Successfully used with Tokamak Physics Engine, but there are no plans to integrate.
- Coded support tools for 3D Game Engine that exported Maya data. Exported 3D models, skeletal hierarchies, and skeletal animations.
- Wrote a 2D Game Engine using OpenGL called Jello. Supports User Interfaces buttons, sliders, etc. , animations, sound OpenAL , etc. Chipmunk Physics integration is in the works.
- Created a support application for Jello that allowed one to easily create scripts for loading assets.
- Puzzle Tactics Game Written with C/C using Jello, and utilizes advanced pathfinding and particle engines.
- Numerous small demos written with aforementioned 2D Engine.
- Currently involved in a 4-man 2D Java game project. Product is based on a popular title, with a twist. This project is being developed from the ground up, with proprietary code for animations, sound streaming, and database management. This is a very serious project, with a design document, and plans for Facebook integration.
- Ported various C/C utility libraries to Flash/Actionscript. Utilized in multiple demos.
- Utilizing Anime Studio for animations in 2D Java Project.
- Implemented Quad-Trees for use alongside terrain following code in game projects. These constructs dramatically reduce computation latency when used with collision detection algorithms.
- Developed a robust Particle Engine that runs via scripted commands. This makes it VERY simple to create oscillation effects, movement interpolation, and tons of other eye candy.
- Have an eye toward mobile development. Created some working test apps for the Galaxy. One upcoming personal project is a camera app with much wanted features.
- Wrote screen saver in C /Win32/OpenGL for touch panel at Trinity. Created pretty effects when you touched the screen.
- Simple shader demos HLSL.
- IsoTiler Library for isometric 2D games. Supports various tile heights and map sizes. Is able to organize tiles for optimum rendering.
- API Independent Skeletal Animation module.
- A-Star Pathfinding Algorithms 2D and 3D.
- Developed a Huffman Compression utility, utilizing Win32 and C .
- Wrote Advanced 3D Collision library: Point in Triangle, Line in Triangle, Sphere to Sphere, Polytope to Polytope, etc.
- Developed simple library for loading Ogg Vorbis files.
Confidential
Computer Programmer
Primary Skills and Technologies:
C/C , Win32, MFC, Serial API's, Polycom Codec, Large Format Displays, Visual Studio, Source Safe, Hyper Terminal, Word, Nullsoft Installers
Job Summary:
As a Programmer for Trinity, one must be able to wear many hats. C is the main language we use, with XML, HTML, and Python mixed in every so often. It is also common to do hardware troubleshooting, since the software we develop, interfaces with internal and external devices. On more than one occasion, I have had to do cost/time analysis, and even help with the direction of our products. After completing major modules, I usually train our Techs on new features.
Technical Accomplishments:
- Display Integration Our product is able to control Large Format Displays and Projectors via RS-232. Drivers were written for major hardware vendors such as: Sanyo, Sony, Fujitsu, and NEC.
- Dropdown Screen As projectors were added to our list of supported hardware, I was able to engineer a framework for these screens. One vendor we support is Da-Lite, and we are able to control it via RS-232 and their simple protocol.
- OS Stress Testing Wrote a C/C application to control an RS-232 power strip. With the app and power strip, we were able to test Windows XP when it experienced abrupt power loss.
- Active Directory I had the opportunity to research and develop a means to log into our software using AD and LDAP. The module is able to enumerate groups on the network, and test for group associations.
Confidential
Project Lead/Engineering Lead
Job Summary:
Implemented core technology, and directed art team. Everything was developed from the ground up using C/C , DirectX, and MFC. As the project matured, I was able to train artists on new tools, as well as learn the ins and outs of Maya.
Technical Accomplishments:
- DirectX Engine Since DirectX did so much, we decided to use it exclusively for our core tech. It displayed 3D objects, as well as drive our sound and input modules. Common features were 2D HUDS, Shadow Volumes, Text Overlays, Sound/Music, and Keyboard/Mouse Input.
- Proprietary Model Format Meshes exported from Maya were saved in our own home-grown file format. I designed it to be simple, so loading them was always fast and efficient.
- Maya Exporters Maya had an API that allowed one to open .mb files and extract mesh data. I created applications that exported vertex data, skeletal hierarchies, and skeletal animations.
- Skeletal Animation I engineered a system that could animate 3D objects via skeletons. It was purposely made API Independent, just in case we were to later use it in other graphics packages, such as OpenGL.
- Quad-Trees These data structures were put in place to circumvent performance issues caused by collision detection with players and the world map.