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Engineer Software

Location:
Derry, DRY, BT48 8AG, United Kingdom
Salary:
€85,000
Posted:
June 29, 2012

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Resume:

I have been programming professionally for over ** years. I have a varied background in international industries and management experience across systems ranging from bespoke financial packages, manufacturing process control systems and air traffic control. I have been focused on game development technologies for the last decade, bringing the Instinct Studio middleware SDK and the game DogFighter to the marketplace as the principle architect and engineer. Always keen to learn and innovate, I excel at the challenge of creating clean solutions to difficult problems, having successfully completed several complex R&D projects.

Technologies

- C++, C, C#, Assembler, CUDA, Python, LUA, C++/CLI, Objective-C

- Direct3D (HLSL), OpenGL (GLSL), Sockets, COLLADA, XNA, COM, MFC, WPF, ADO, OLE DB, SQL

- FMod, PhysX, RakNet, Scaleform, BCGControlBar Library, Scintilla, Mono

- Windows, Unix, Linux, Mac OSX, iOS

- Visual Studio, Xcode, MonoDevelop

- Subversion, CVS, TFS, ClearCase

- Hansoft, FogBugz, TargetProcess

- Oracle, MySQL, Access, FoxPro

- XML, ASP, HTML, JavaScript, Joomla, Silverlight

Employment History

- Dec 2011

Research Programmer, Intel, Leixlip, Ireland

I’m responsible for developing a 3D workspace for managing documents and information artefacts. Working remotely with input from Intel’s Open Innovation Lab and a consortium spread throughout Europe, I’m developing the application in C++ using the OpenGL graphics API, with it running across desktops (Windows, Mac OSX) and handhelds (iOS) on a common code-base.

- April 2011 – Dec 2011

Technical Strategist, Singularity, Derry, N.Ireland

Reporting to the CTO, I was responsible for defining the technology direction for the new version of their widely respected BPM product. My proposals included a unique take on C#/.NET development, which allowed a cross-platform approach across desktop PCs and handheld devices by utilizing Mono on non-Microsoft platforms. I also provided a framework for the development team that leveraged MVVM principles, and was instrumental in the adoption of StyleCop and FXCop to improve code quality across the teams. I worked daily with the development team in India to ensure my architecture on particular features was being adhered to, and I often provided base implementation and code samples to follow.

- Feb 2011 - April 2001

Consultant Programmer, CDProjekt, Warsaw, Poland

I was contracted to optimise the Xbox360 version of their critically acclaimed “The Witcher 2” game, which was suffering due to its PC roots and reliance on better powered hardware. I worked remotely on a series of tasks I identified with their Technical Director during a short on-site visit. I achieved a 25% performance increase primarily through improvements to the GBuffer used in their deferred renderer by reducing its overall memory requirement so as to fit within the 10MB EDRAM limit and therefore not require predicated tiling. I implemented some Gamma correction fixes, and well as reducing the memory footprint of foliage system, and improved its instancing rendering performance. I also added mipmapping to the shadow texture maps.

- 2007 - 2010

CTO and founder, Dark Water Studios Ltd, Derry, N.Ireland

Taking the Instinct Studio SDK developed by our sister company; I was responsible for defining the game framework for the game DogFighter, which was released via digital distribution on Steam in June 2010. Although a budget title, the game featured AAA techniques and production quality achieving a Top 10 position in the October chart after release.

I led the 15 person development team, ensuring the requirements of the game meet the features on the Instinct SDK, providing new SDK functionality if required to better the game.

- 2002 - 2008

CTO and founder, Instinct Technology Ltd, Muff, Co. Donegal, Ireland

I was the principle architect and engineer on the Instinct Studio SDK, which was technically well received in the industry. Highlights include AMD using it for the world’s first native 64bit game, Nvidia using it a part of their conference keynote, and being fast tracked by Sony in Japan to their PlayStation3 middleware program instead on the usual European channel.

It featured many cutting edge graphics techniques, tied to a WYSIWYG real-time editor with runtimes on PC and consoles. Overview of the product can be viewed here: http://instinct-ware.com/index.php/products/instinct-studio-sdk

I led and managed a team of 10 programmers on this 1M+ line code base, primarily using Agile methodologies. Development was generally a mixture of C++, C, Python and LUA, with a clear strategy of partnering with other middleware vendors to provide best-of-breed implementations to complement the core product.

- 2001 - 2002

Senior Software Engineer, Raytheon Systems Ltd, Derry, N. Ireland

Part of the Air Traffic Control team, I was responsible for providing fixes to Software Trouble Reports (STRs) that were allocated from the main team in the US. Development was in C, on Unix using ClearCase for source control.

- 1996 - 2001

Senior Software Engineer, Fruit of the Loom Int Ltd, Buncrana, Co. Donegal, Ireland

I developed a series of application in C++ with MFC as part of a Y2K initiative. I architected a cross-platform C++ framework to be used for production systems targeting Windows and Linux platforms.

- 1991 - 1996

Software Engineer, Fruit of the Loom Int Ltd, Buncrana, Co. Donegal, Ireland

Working within the MIS department, I was exposed to IBM midrange systems such as the System36 and AS/400 and RPG programming language. I continued to develop several complementary applications on PC to support the main systems on the IBM platforms.

- 1989 - 1991

Stock Controller, Fruit of the Loom Int Ltd, Buncrana, Co. Donegal, Ireland

I started working here directly after secondary school. In my spare time, I designed and implemented their first computer based Purchase Order system, as well as replacing the existing Stock System with my own version that plugged into a system I developed that calculated raw material purchase quantities based on production planning figures. Development was in FoxBASE+, later to be acquired by Microsoft.

Additional:

Please view the following URLs for information on the recent products I've been involved with:

http://www.youtube.com/watch_popup?&v=4oVC9TdrIzI&vq=480

http://www.youtube.com/watch_popup?&v=s3icOI3n36M&vq=hd720

http://www.youtube.com/watch_popup?v=Z-gpwCspxi8&vq=hd720

http://www.youtube.com/watch_popup?&v=Mxt_qFejAqc&vq=hd720

http://www.youtube.com/watch_popup?v=B3DyH-i_zbs&vq=hd720

Further demo materials (PC, consoles and handhelds) can be provided upon request.



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