| Experience |
Contract
Software Developer, C++
Canadel 3D Project
Nov
2007 – March 2008
Montreal, Canada
- Took over programming role of Canadel's proto-type 3D furniture application. Re-factored code, finished features and improved performance
- Worked with artists and shader programmers to bring application and assets together
Independent
Software Developer, C++, OpenGL, Win32
EarthSculptor
June
2006 – Sept 2007 (part time)
Ottawa, Canada
- Designed, developed
and released EarthSculptor, a sophisticated 3D terrain editor from start
to finish single-handedly. Developed Terrain engine, editor, user interface,
plug-in system, graphics and supporting website
- Learned valuable
project development skills in organizing, developing and selling a complex
shareware 3D application from scratch
Contract
Graphics Developer, C++, OpenGL, PS2
Transgaming
Technologies
March 2006 - June 2006
Ottawa, Canada
- Rewrote existing
parts of Torque's terrain renderer and water renderer for a game being
ported using OpenGL for PS2
- wrote a reflection
map maker and re-worked Torques particle system for OpenGL on PS2
- Worked on miscellaneous
graphics and animation issues
Contract
Game Developer, C++
Davisville
Game Studio
Sept 2004 - Sept 2005
Toronto, Canada
- Developed multiple
card games for a online 3D casino project for Cryptologic using their
in-house 3D engine
- Sequenced and coordinated
complex dealer animations and game states with game logic delivered
across a network
- Coordinated with
artists and engine/network developers to produce fully working games
on schedule
Game
Developer/Engine Developer (Trivial
Pursuit Unhinged, Raze's Hell)
C++, Direct3D
Artech
Studios
July 2002 - March 2004
Ottawa, Canada
- Optimized and improved
Artech's inhouse PC/Xbox 3D engine
- Implemented Shadow Mapping, Blur, Blooming, Shimmer and Depth of
Field effects for Artech's Game Engine using Vertex and Pixel Shaders
- Worked on Raze's
Hell (third person shooter) (XBox)
- Added numerous visual
effects to game (shadows, distortion, motion blur, ect..)
- Implemented Raze's weapons (lurker, seeker, turret)
- Worked on Trivial Pursuit Unhinged (XBox/PC)
- Responsible for all graphics related issues on Trivial Pursuit Xbox/PC
- Implemented Tile animation sequences for XBox/PC/PS2
- Implemented Camera system for
XBox/PC
Software
Developer Co-op (Core Graphics, Server) Java, C++
BitFlash Corporation
January 2001 - May 2001
Ottawa, Canada
- Designed and implemented BitFlash server content preview tool using
Java, Swing and JNI.
- Designed and implemented web based server control panel using Java
and JSP.
- Implemented JNI layer interface to Win32 Port of BitFlash Reflexis
Light graphics engine.
- Worked on BitFlash Reflexis V.I.S. Java Browser Client.
- Fixed bugs in Win32 Port of BitFlash Light Reflexis graphics engine.
Software
Developer Co-op (Web Engines) C++, MFC
Corel Corporation
July 1999 - December 2000
Ottawa, Canada
- Rewrote and maintained entire HTML/CSS Rendering engine.
- Designed and implemented new UI (Property Dockers, Color Picker
Flyout, Toolbars, Source Divider) for Web Designer 3 (Corel's unreleased
WYSIWYG HTML editor).
- Fixed numerous bugs and added numerous features to Web Engines.
Teaching
Assistant Real Time Computer Graphics
4th year CS course
Carleton University
Fall 2001
Fall
2002
Corporal
(Canadian Infantry Reserve)
Cameron Highlanders of Ottawa
November 1996 - December 1999
Ottawa, Canada
|
| Technical
Skills |
Programming
Languages/Technologies: C/C++ (Win32, MFC, OpenGL, Direct3D),
Vertex/Pixel Shaders, Java (AWT, SWING, JSP, JNI, RMI), Perl, Assembly
(x86), Smalltalk, Scheme, Prolog, SilverLight.
Software: Microsoft Visual Studio, Microsoft Expression, Photoshop,
Dreamweaver, Maya.
Strong 3D Math skills
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