ANDREW LOONEYPO Box *** * College Park, MD * ***** * (301) abqm3x@r.postjobfree.com://www.wunderland.com/AndyOBJECTIVE
I am not currently seeking employment, but this is the most
recent version of the resume I'd be using if I were.EXPERIENCE OVERVIEW
I have over 10 years experience in the field of software engineering.
My experience ranges from video games to on-orbit spacecraft software.
My primary expertise is with C and C++, though I've also worked
with HTML, Java, Pascal, Basic, and FORTRAN. Systems experience
includes UNIX, 3DO, VxWorks, Sony Playstation, Macintosh, 80386
embedded systems work, and the PDOS real-time operating system.
I am known for writing highly readable code; my former boss Lawrence
Schick once described the Icebreaker source code as "the
most well documented code I've ever seen in my 13 years in the
computer game industry." I am also a game designer, writer,
photographer, and cartoonist.EMPLOYMENT HISTORY
Looney Laboratories (1996-Present): As the creative
director for Looney Labs, a new product development studio, I
designed and drew the artwork for a series of gift products, ranging
from an intricately detailed calendar T-shirt to family games
including Fluxx, Aquarius, and Proton. I also built and continue
to maintain an extensive, content-rich website (www.wunderland.com),
complete with an internet storefront and a weekly webzine.
TSI TelSys (1996-1998): I spent two years working as
a free-lance consultant on various part-time, short term projects
at TSI TelSys, doing embedded systems programming for their vxWorks-based
telemetry workstations, as well as some graphical applications
work in Java.
Magnet Interactive Studios (1994 - 1996): In addition
to creating the video game Icebreaker and serving as its game
designer, I wrote virtually all of the software for the original
3DO version by myself (excluding only some ancillary functions),
amounting to roughly 20,000 lines of code in C++. I later provided
technical assistance for the Windows and Macintosh porting efforts.
(After Icebreaker, I became the game designer for Incredible Idiots
in Space, until that project was shelved.)
NASA/Goddard, Flight Software Systems Branch (1991 - 1994):
In the flight software group at Goddard Space Flight Center, I
played a key role in the design, development, testing, and documentation
of the bootstrap flight software for the Coprocessor, a new 30836-based
flight computer which was installed on the Hubble Space Telescope
during the first servicing mission in December 1993.
NASA/Goddard, Microelectronics Systems Branch (1986 - 1991):
At Code 521, not only did I meet my wife Kristin, I also played
a key role in the design and development of new software for use
in telemetry data systems, which are used to transmit data between
the ground and different orbiting spacecraft. Efforts included
the design, implementation, testing, and documentation of numerous
projects, starting with basic TCP/IP networking capability, followed
by file transfer utilities, SCSI device drivers, a multi-system
8mm tape drive backup system, and an X-windows based remote user
interface system.EDUCATION
I have a B.S. degree in computer science from the University
of Maryland at College Park. I graduated in 1986 with a 3.1 GPA.
Please email
me for a copy of my Employment FAQ (including desired salary,
availability, and references).