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Software Engineer System

Location:
Cockeysville, MD
Posted:
February 13, 2013

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Resume:

Sean Quinn

* **** **, *** *

Cockeysville, MD, USA

21030

E-Mail: ****@*********.****

Mobile: 443-***-****

Work Experience

January 2011 Present Big Huge Games Senior Software Engineer

Titles

Unannounced Project (Next Gen/PC)

Kingdoms of Amalur: Reckoning

Accomplishments

Implemented a Dynamic Small Block Allocator

Ported the string class to UTF-8 for localization purposes

Implemented Japanese line breaking rules

Setup disc layout and generation pipeline

Worked extensively on memory reduction and optimization

Worked on making our open world game stream efficiently off Xbox 360 media

Provided Xbox 360 and PS3 platform leadership

Worked on various systems from low level to content pipeline to game side

Handled PS3 shutdown/quit TCRs

Performed extensive debugging and optimization

September 2009 December 2010 Electronic Arts Canada Lead Systems Programmer

Titles

EA SPORTS Active 2 (Xbox 360/PS3/PC)

Accomplishments

Developed a modular/Dll/PRX component framework

Created a data driven messaging system

Involved in management and scope planning

Contributed to plans for outsourcing

Designed and implemented core engine technologies

Created bindings between Lua and the core engine

Presented to other groups about our designs and plans

Developed the DLC plan

Performed extensive debugging and optimization

January 2008 - September 2009 Electronic Arts Canada Senior Systems Programmer

Titles

Grand Slam Tennis (Wii)

Grand Slam Tennis (Xbox 360/PS3)

Accomplishments

Implemented Rich Presence (Xbox 360)

Developed replay system with variable size frames and compression

Implemented Achievements (Xbox 360)

Implemented Trophies (PS3)

Developed Auto Instant Replay (AIR); editor and runtime

Planned and implemented load time optimizations

Performed extensive debugging and optimization

Implemented cross-platform hi-res screenshot

Performed tracking and fixing of memory leaks

Modified the autosmoke system to be able to be run locally

Implemented online commerce/DLC/PULC; runtime and pipeline

Implemented game side of saving and loading framework

March 2006 December 2007 Electronic Arts Canada Systems Programmer

Titles

NHL 07 (Xbox 360)

NHL 08 (Xbox 360/PS3)

Accomplishments

Implemented custom memory managers and allocators

Created a custom file system

Updated various internal libraries

Performed extensive debugging and optimization

Wrote a stomp detection allocator

Found and fixed various memory leaks

Split the game's core so that the simulation and render ran on separate threads

Oversaw and worked on the NHL 07 Xbox Live demo

Performed the initial port of our code from Xbox 360 to PS3; making it compile and run on

both platforms

Upgraded various XDK/SDK(s) and tool chains

Split the loading system to read, decompress and fix up files in separate threads in

parallel

Wrote the file caching system used on Xbox 360

April 2005 March 2006 Ubisoft Montreal Audio/Generalist Programmer

Titles

Open Season (Xbox 360/Xbox/PS2/Game Cube)

Accomplishments

Library upgrades: brought the sound library up to date from version 10 to version 24

seamlessly over all platforms

Refactored the existing audio system and fixed the problems caused by switching the

engine from a first person game to a third person game

Implemented a dynamic music system

Integrated Lip-synching for the audio into the game engine and the data build process

Added real time interactive audio preview and editing into our level editor (Unreal Ed)

March 2004 March 2005 HB Studios Technical Lead

Titles

EA SPORTS Rugby 2005 (Xbox/PS2/PC)

Accomplishments

Managed a team of ten programmers

Instituted a coding standard

Separated our code into libraries which could be shared by all games and game specific

code

Moved the studio's primary programming language from C to C++

Worked closely with the designers, producers and the Lead Artist to ensure that all

aspects of development had the same vision of the game

Kept everyone motivated and on schedule

Separated our code into library code which could be shared by all games and game

specific code

Developed the asset build system that was then adopted across all studio titles

Developed a replacement for Rt2d (RenderWare's 2D drawing toolkit) which has been

used by both Cricket 2004 and Rugby 2003 using EAGL

Wrote various custom allocators to save space and fragmentation

Moved portions of the game to a data driven development model

Debugged and fixed various key problems found throughout development

Worked on optimizing various areas of the game

Through the duration of the project we never missed a deadline

January 2001 March 2004 HB Studios Programmer

Titles

EA SPORTS Cricket 2002 (PS2/PC)

EA SPORTS Cricket 2004 (PS2/PC)

EA SPORTS Rugby 2004 (PS2/PC)

Accomplishments

Rewrote our DirectSound/DirectMusic sound engine

Changed our file packing tool and runtime to translate file names into MD5 keys to reduce

space used for file names in memory, as well as to speed up look-up times

Created a platform independent wrapper for RenderWare 3.4-3.6(s) shaders

Developed the cross-platform (PC/PS2) memory card library used across titles

Implemented the entire front end from scratch for Cricket 2002

Managed all player statistics and game flow AI for the Cricket titles

Developed player/team editors for all titles

Developed an XML driven tournament schedule generation tool that allowed specific

tournaments to be setup as well as templates to be made. When a template was loaded

the game initialized it by setting a list of constants.

Developed a virtual file system with simple key based encryption

Created a logging system that output to a file, Visual Studio's output pane, and custom

external window with filtering and coloring

RenderWare 3.4-3.6

LithTech

Unreal Engine 2.X

University of New Brunswick

Computer Science Program

NBCC-Miramichi

Knowledge Engineering Program (Artificial Intelligence)

Carleton North Senior High School

Academic Diploma



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