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