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Software Engineer Electrical Engineering

Location:
Pismo Beach, CA
Posted:
July 16, 2015

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Resume:

Jim Semeda

P.O. Box ****

San Luis Obispo, CA ***06

805-***-**** Home 805-***-**** Cell

acqsb2@r.postjobfree.com

U.S. Citizen

EDUCATION

**** *.*. ******** *******, University of Southern California

(USC). Major in Applied Computer Graphics and Multimedia. 1990 M.A. Pure Mathematics, University of California Los Angeles

(UCLA). Candidate, degree not finished. Major in Algebraic Coding.

1988 M.S. Electrical Engineering, Northrop University. Major in Digital Communications.

1986 B.S. Electrical Engineering, Northrop University, California. COMPUTER KNOWLEDGE

Embedded software. VxWorks.

PC, UNIX flavors.

Programming languages: C, C++, Assembly, ADA,

Fortran, C#, Java, Python.

Windows Programming, Graphics specialist, Open GL, Direct3D, Shaders.

Digital Signal Processing, Digital Image Processing.

Computer Vision.

WORK EXPERIENCE

Utopia Compression, LA 2014 -

● Working on Computer vision projects for maritime object identification and tracking for the US Navy as well as a private firm for a commercial product.

Space Information Labs, Santa Maria 2012 – 2013

Worked on a DARPA project ALASA (Air Launch Assisted Space Access) involving launching small satellites from a fighter plane using a small air launch vehicle. Responsible for writing the embedded software that was used to control, track, communicate and destroy the vehicle. The OS used was VxWorks.

Lockheed Martin, Goleta 2011 – 2012

Worked on the Video system of the F-35 fighter plane. Was responsible for writing the Software for video frame capturing using the latest Frame Grabber technologies and comparing results of different data transfer protocols to achieve the fastest data rate possible.

ACTA-SC, Vandenberg AFB, CA 2004 - 2008

Systems Analyst / Hardware and Software Engineer. Worked under a Defense contract with the PETS,

Performance Evaluation Testing and Simulation, group as a government consultant on missile launching technologies IV&V.

Performed work for the Government and the Air Force sectors analyzing flight systems, software and hardware, used in missiles launch.

Developed software used in post and pre launch systems. Served as the government consultant on the missiles tracking and guidance system GTP, GPS Translator Processor, built by IEC, Interstate Electronics Corporation.

Developed a software simulator for the missile tracking system for testing, debugging and validating the systems functionality and the algorithms used.

Served as a member of the TGRS team for the GPS assisted flight tracking and guidance system.

Tested and evaluated problems related to radar systems and provided recommendations for fixing the problems as well as simulating the proposed fixes on MATLAB for testing with real data to evaluate the validity of the fixes.

Worked on building a software simulator for the MFTGS, Missile Flight Termination Ground System, to test and debug the system.

Evaluated the CRTF, Common Real Time Debris Footprint, software package

for the US Navy.

Calpoly University, San Luis Obispo 2002 – 2004

Lecturer in the Electrical Engineering Department. Graphic Gems Inc.. Mountain View, CA 9/2000 – 9/2001 Lead Programmer

Managed a team of 5 engineers, led the development of 3D rendering plug-ins for Internet Explorer and Netscape Navigator for use in E-Commerce applications running on Windows, Linux and Macintosh operating systems.

Electronic Arts. Redwood City, CA 11/1999 – 9/2000 Senior Graphics Programmer

Worked on the James Bond franchise team. Modified the Quake III Arena game engine for use with the PC and the PS2 SKUs.

Rewrote and integrated several modules in the game engine including the sound, shader, lighting, animation engine and rendering modules.

Rewrote parts of the rendering. Math and physics routines to utilize hardware.

Wrote the TDD and scheduled all development tasks for the PC SKU.

OddWorld Inhabitants. San Luis Obispo 1/1998 – 10/1999 Senior Graphics Programmer

Worked on the tools used in the company for scene layout and animations.

Was a member of the Munch’ s Odyssey team for the PC and later the XBOX.

Worked with the Unreal Engine on the PC SKU to build parts of the game.

Modified and added game physics and optimized Math routines.

Digital Evolution. Brentwood, CA 7/1997 – 1/1998

Lead Graphics Programmer

Sole programmer for Sid’ s Toy Story, a virtual toy building game at Disney’ s Orland, FL Theme Park.

Wrote the TDD and coded the entire game based on input provided by Disney’ s producers.

A 2-D side-scroller game, worked with hundreds of images simultaneously, using low-level image manipulation techniques.

Developed 2-D Image library to manage, animate and process 2-D images in Bitmap and JPEG formats.

Insomniac Studios. Los Angeles, CA 9/1996 – 7/1997 Tools and Game Programmer

Wrote an automated script generating tool to assist the game artists for scenes layout.

Designed and develops a cut scene movie player, and programmed in-game graphics and sound routines using DirectX components and Renderware.

Wrote hardware controls for Disney’s Mighty Ducks Pinball Slam Jam virtual ride.

Axtive Software. Westlake Village, CA 1/1996 – 6/1996 Software Engineer

Developed Windows and OS/2 applications in C and C++ under contract for IBM.

CALTRANS, CA. 1988 - 1994

Independent Contractor

Network simulations, installation, configuration and maintenance.

I..V.H.S. system simulation and studies.



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