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Sr Game Developer / Software Engineer

Location:
Redmond, WA, 98052
Salary:
80000
Posted:
May 05, 2011

Contact this candidate

Resume:

Kevin Wright

SKILLS

C/C++/C# programming (** professional years of programming)

Game Dev: GBA (3 professional years), DS (1 professional years), PC (2 years),

XNA on Windows Phone (6 professional months), Xbox (3 professional months)

5 years of embedded system development

Lead Game Programmer (2 years)

Engine work (low level interfacing with GBA and DS hardware)

Tool Development

Limited Open GL and Direct X experience

1 years as an SDET on Windows Mobile 7

EXPERIENCE

April 2010-Jan 2011 SDE Redmond, WA

Artech Contracting for Microsoft with MGS

HIGHLIGHTS

Worked an incubation team for Microsoft Game Studios

Used XUI while developing a product to find and play XBLA games

Developed a product for Windows Phone 7 using C# and XNA 4.1

(See bellow for more details)

Jan 2008-June 2009 SDET Redmond, WA

Insight Global Contracting for Microsoft

HIGHLIGHTS

Worked with tools such as WTT, Product Studio, Platform Builder, Visual Studio, Tux, and Source Depot

Spent time debugging and fixing problems in the test suite

Wrote code in C/C++

Limited time with C# tests

(See bellow for more details)

2000-2007 Lead Programmer Kirkland, WA Amaze Entertainment / Griptonite Games / F9 Entertainment

HIGHLIGHTS

Lead Programmer on 3 released titles

Credited on 14 professionally released titles

Supervised small teams of 3 – 5 programmers

Wrote technical design docs and production schedules

Developed projects on GBA, DS and PC

Worked with ARM assembly code

Used tools such as NO$GBA, Nintendo Emulator

Used proprietary tools such as Escher, Epiphany, Meld, La Gaffe

Worked with code in C/C++

(See bellow for more details)

INTERESTS

Ballroom, Swing, Salsa dancing, playing guitar, traveling, woodworking

EDUCATION

1998-2000 Bachelor of Science in Real-time Interactive Simulation Redmond, WA

Digipen Institute of Technology

HIGHLIGHTS

Graduated in top 5 of my class

Studied C/C++, Motorola 68k assembly, Digital Image Processing, 3D Graphics and Rendering, Ray Casting, Using 3D Studio Max, Calculus and other high level math courses, Physics, Algorithms, Compression, Game Projects

PROJECTS

PERSONAL

Seattle Easter Swing Event Scheduler (2011)

Writing a scheduling program to handle multiple people’s schedules of events in multiple rooms and multiple different types of events for a big swing dance convention.

printing schedules

Written in C# and XNA

CONTRACT POSITIONS:

Destination Arcade (2010) with MICROSOFT GAME STUDIOS

Developed a product to filter the Xbox Live Arcade library to find, download and play XBLA games

Used Xbox User Interface (XUI) authoring tool

Worked on news and achievement pages (both cut)

Worked on the local game library

Worked on audio, controls and various other tasks

Crackdown 2: Project Sunburst (2010) with MICROSOFT GAME STUDIOS

Tag Line: Tower defense style of game using Bing maps

Worked on base selection and new base creation menu paths

Worked on “Sunburst” menu and functionality

Worked on the tutorial system

Crackdown 2: Urban Defense (2011) with MICROSOFT GAME STUDIOS

Tag Line: More classic style of tower defense using the Sunburst game and engine

Worked on campaign creation and flow

Windows Mobile Phone 7 (2008 – 2009) with MICROSOFT

Worked with the Multimedia Experience Team

Wrote tests for features such as stretch-to-fit, dynamic playlist and various tests for the controls and events

Inherited approximately 300 tests in a test suite for the OCX

Increased the pass rate of the inherited tests from around 10% to 97%

LEAD PROJECTS:

The Simpsons Game (DS) (2006 - 2007) with AMAZE ENTERTAINMENT

Tag line: Playable season of Simpsons

Lead Programmer for a team of 5 programmers

Wrote the Technical Design Doc and production schedule

Daily duties consisted of daily team meetings

Worked on features such as: Physics, Combat, Menus, Scripting Support, General Game Play, VOX, Mini Games

Pirates of the Caribbean (GBA) (2005 – 2006) with AMAZE ENTERTAINMENT

Tag line: Sid Meier’s Pirates meets Castlevania

Lead Programmer for a team of 3 programmers

Wrote the Technical Design Doc and production schedule

Worked on features such as: 2D Vector Based Collision System, Game Play for Side Scrolling Action and for View sailing, Side Scrolling Combat System, Menus, Scripting Support, rewrote Meld to work with extremely large maps

Chronicles of Narnia: The Lion, the Witch and the Wardrobe (GBA) (2004 – 2005) with AMAZE ENTERTAINMENT

Lead Programmer for a team of 3 programmers

Wrote the Technical Design Doc and production schedule

Worked on features such as: Menus, Combat System, Scripting Support, Effects and UI, 4x4 Background Swap System, General Game Play

NON-LEAD PROJECTS:

Urbz (GBA) (2003 – 2004) with AMAZE ENTERTAINMENT

Sequel to Sims: Sims in the City

Worked on features such as: Menus, Scripting Support, Crafting System, Conversation Tree System, Mission System

The Sims: Sims in the City (GBA) (2002 – 2003) with AMAZE ENTERTAINMENT

The Sims concepts put into a portable game

Worked on features such as: Menus, Scripting Support, Conversation Tree System, Mission System, Localization

Crushed Baseball (GBA) (2001 – 2002) with AMAZE ENTERTAINMENT

A comic book art inspired baseball game

Primarily handled the Menu System and Localization

Meld (PC Tool for GBA games) (2001) with AMAZE ENTERTAINMENT

This tool would take multiple backgrounds and combine them into one tile set removing any duplicate tiles.

This tool was used on every 2D project for at least the following 5 years

This tool saved multiple MB on every project

Escher (PC Tool for GBA games) (2001) with AMAZE ENTERTAINMENT

This tool was used to create backgrounds given a tile set

Tile sets would be created in something like Photoshop then imported into Escher

Artist would create a “brush” by selecting tiles from the tile set and then “paint” with tiles that they selected onto the new background in Escher

This tool was used on every 2D project for at least the following 5 years

Williams F1 Team Driver (PC) (2000 – 2001) with AMAZE ENTERTAINMENT

F1 Racing game where players through the ranks using multiple styles of race cars

Worked on features such as Menu System, General Game Play, Support for Multiple Video and Sound Cards, Localization

Used 3D Studio Max geometry to recreate the game collision data

Slot Car Racing (PC) (2000) with AMAZE ENTERTAINMENT

Racing game based on the old slot car racers from the 80s

Worked with systems such as Menus, General Game Play, VOX

OTHER CREDITED PROJECTS

Lego Star Wars 2 (GBA) (2006) with AMAZE ENTERTAINMENT

Star Wars based story line using Lego style characters

Helped the final 3 months of the project

Co-Led project for the final month and a half

Helped with features such as Scripting Support, Menus, Fixing Bugs

Shrek Super Slam (GBA) (2005) with AMAZE ENTERTAINMENT

2D Smashbrothers style game using Shrek characters

Helped the final 2 months of the project

Helped with features such as 2D Vector Collision AI System, Scripting Support, General Game Play, Fixing Bugs

Eragon (GBA) (2004) with AMAZE ENTERTAINMENT

RPG inspired by the Eragon book

Helped for 1 month of the project near the end

Helped with features such as Scripting Support and Fixing bugs

Urbz (DS) (2004) with AMAZE ENTERTAINMENT

Same game as the GBA version but added a few new features and an extra mission

Helped for the final 2 months of the project

Continued work from GBA version working on features such as Menus, Scripting Support, Crafting System, Conversation Tree System, Mission System

Lego Star Wars (GBA) (2003) with AMAZE ENTERTAINMENT

Star Wars based story line using Lego style characters

Helped for a month reworking the menu system

Lord of the Rings: Two Towers (GBA) (2001) with AMAZE ENTERTAINMENT

Game based on the movie

Worked on Escher and Meld tools

Worked on some Menus



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