Jason A. Lee
Cell: 408-***-**** Email: ***********@*****.*** Address: Sunnyvale, CA
Seeking position of: Software Engineer
Objective: To develop quality software tools in multidisciplinary environments
Summary:
4 years of tools development experience.
Began programming in early high school.
Skilled in C++ software development with Visual Studio.
Adept in common object oriented programming languages such as C#, Java, and Python.
Experienced a working in multidisciplinary environments. Collaborated with firmware developers, hardware developers, lab technicians, designers and even artists.
Quick to adapt to new environments and technology in short timeframes.
Skills:
Languages
Tools/Libraries
Project Management
Web Development
C#
MFC/Windows Forms
Mercurial
MySQL
Python
Jenkins
Git
HTML5/CSS/Javascript
C/C++
XNA/MonoGame
Subversion
REST/JSON
Java
Unity
JIRA
Lua
OpenGL
Experience:
Oclaro: Software Engineer Jan. 2016 – Present
Wrote C# drivers to interface with CFP2 modules and test instruments via telnet and GPIB.
Established and maintained a Jenkins build server with nightly build tests written in C#.
Sole maintainer of overseas test kits run on Scientific Linux, with troubleshooting happening remotely with lab technicians.
Developed tools using C# and Windows Forms to automatically write data to modules, deployed in production labs.
Wrote and maintained test code written in Python, using MySQL for data storage.
Red 5 Studios: UI Programmer Feb. 2015 – Nov. 2015
Implemented UI for numerous panels in the MMO FireFall.
Ported LUA widget code into C++ to increase performance, and added new widgets.
Refactored a large existing UI codebase, 8 years of age at the time of entry.
Participated in guiding new hires and summer interns through the large existing codebase.
FireForge Games: Tools Programmer Aug. 2013 – Feb. 2015
Developed level editor tools using MFC in C++
Created Game Master tools for the survival MMO “Nether,” using JSON parsing.
Created a LUA scripting system for designers inexperienced with programming.
Created data-driven tools to fit the needs of a game with constantly changing specifications.
Derived features from modern, high-level tools (WPF, Unity) using older languages.
Wrote Python scripts run by Jenkins to manage builds and versioning.
Created a WPF tray application to deploy daily developer builds.
Worked with a variety of APIs, including REST, XML, and Wacom Tablet.
Projects:
Personal: Game Development Mar. 2008 – Present
Actively programming games during free time using C++ and C#.
Implemented procedurally generated game maps, utilizing common techniques found in image processing and graph theory.
Wrote Python scripts for common pipeline tasks such as building or translation.
Honors Research Project: Visualization Tools Jan. 2013 – Jun. 2013
Created a user-friendly interface for navigating and comparing complicated meshes.
Built on top of an existing library left with no documentation.
Manipulated meshes in a 3D space using HTML5/Javascript.
Video Game Developer’s Club: Game Jam Jan. 2012 – July 2013
Producer/Programmer in a group of 10 people.
Completed the game “Massteroid” in 1 week, winning 1st place in the club.
Won Honorable Mention in the IEEE Intercollegiate GameSIG Competition.
Released to Xbox Live Indie Games, ported to iOS and Android using Unity.
Information & Computer Sciences: AI Competitions Jan. 2012 – Jan. 2013
Programmed AI in Java to play the board games “Othello” and “Dox”.
Up to 80 students in both courses were pitted against each other using their AI.
Won 4th place, based on win/loss ratio, for both tournaments.
Education:
University of California, Irvine Jun. 2010 – Jun. 2013
Bachelor of Science in Computer Science
Graduated with honors in School of Information and Computer Science, Computer Vision track.
Dean’s Honor List.
Other
US Citizen.
Trained in Agile methodology.
Elementary Chinese.