Jonathan D Henckel
*********@*****.*** 507-***-****
*** ********* *** ** **, Rochester MN 55906
Objective Develop software to solve challenging problems in medical research.
Work Experience
Software Engineer III Electronic Arts, Inc. / Criterion Software
2003 - 2012
At EA s central technology group, I was the collision detection expert. I met with games
developers to help them decide how to use physics. If the game required new technology,
I would develop it in stages from prototype to product. For Skate, I developed a new
algorithm to support small wheels rolling over a triangle mesh at high speed. For FIFA12,
I wrote a fast collision prediction system based on capsules, using SIMD instructions to
test four collision pairs in parallel. For Madden13, I developed a new collision primitive
for the football shape, and I implemented new features for more realistic rolling friction
and angular momentum. I wrote mostly C++ and occasionally C# or assembly language.
My team used the Agile-Scrum-Sprint development process. We used Perforce for
revision control. My team leader said that I wrote clear, well-documented code, and that
he appreciated my positive attitude and ability to solve complex problems.
Senior Software Engineer MathEngine, Oxford England
2001 - 2003
When I came to MathEngine the collision system was essentially a set of prototypes.
I rewrote these into a cross-platform C library with documentation and unit tests.
I helped to set up a build system with automated validation and documentation. I also
implemented new functions to support convex hull and time-of-impact calculation.
Chief Technology Officer PageLab Network, Inc.
2000 - 2001
For a year I was the CTO of a dot-com startup. Our goal was to combine chatterbot with
search engine and get rich off merchant/affiliate e-commerce. I wrote the system using
Java servlets on Linux using JDBC to access the mySQL database.
Research Consultant Industrial Mindworks
1999 - 2000
I was commissioned to develop a 3D physics engine and co-author a book about it. Over
the course of one year I wrote the physics/collision system and several demos. It was
written in C using VisualStudio and OpenGL. It had jointed rigid bodies, soft bodies,
and cloth. The demos had interactive camera control and shadows.
Staff Software Engineer IBM, Rochester MN
1988 - 1999
I developed services for IBM Component Broker, which became part of WebSphere.
I wrote communication drivers to allow PC-based artificial intelligence tools to perform
remote SQL database query. Co-authored seven US patents.
Skills C++, C, C#, Objective-C, Java, Javascript, Perl, Python, PHP, Agile-Scrum, OpenGL,
DirectX, iOS, Android, Visual Studio, Xcode, Eclipse, Perforce, object-oriented design.
Education
University of Minnesota, M.S. in Computer Science
1990 - 1993
GPA: 3.7 My thesis, Theorem Prover with Natural Language Interface, described and
implemented a mapping from English to first-order logic and a resolution deduction
engine.
University of Michigan, B.S. in Computer Science
1982 - 1986