Microsoft
SDET ( 2008 - present )
- Tools development for testing of Bing infrastructure and platform
- Developer relations and support of our internal partners who are transitioning to our new cloud platform.
- Wrote ASP.NET services and core libraries in C++, C# and C++/CLI
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THQ
Software
Engineer ( 2007 - 2008 )
- Became quickly acquainted and productive with the Unreal3 based engine and existing code base.
- Designed and owned all vehicle controlling AI
for Destroy All Humans 3. This AI included code that controlled
helicopters and flying saucers that performed combat in formations and
had collision evasion capabilities to avoid the ground, other flying
objects and could fly through urban environments packed with skyscrapers
and other hazards. Other vehicle AI included code to control ambient
cars, SWAT vans, turret trucks, tanks and a giant walking robot.
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Microsoft
Software
Design Engineer ( 2005 – 2007 )
- Designed
and implemented a uniquely configurable logging system that was text
configurable, uploaded logs to a master server and performed large
amounts of data analysis.
- Designed
and implemented Shadowrun's Xbox Live Rich Presence system and
matchmaking systems for Public and Private
game searches.
- Wrote core network library code such as session management, server
migration, statistics reporting and arbitration.
- Maintained
custom version of the Xbox FontMaker tool adding such features as
multi-selection, adjustable tracking, selectable anti-aliasing, and
custom drop shadows.
Software
Design Engineer in Test ( 2005 )
- Worked
in Xbox Development Support to help with the Xbox 360 launch for
several months. Answered technical questions concerning Xbox 1 and the
upcoming Xbox 360. Helped developers find solutions to issues and
verify problems.
- Developed
and supported key features for an internal development tool such as an
innovative help system, rich search, and source control integration.
- Supported
a custom player skill database and matchmaking tool used internally by
FASA during prototyping of Shadowrun.
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Volt
Technical Services
Software
Design Engineer ( 2004 - 2005 )
- Designed
and implemented the Xbox Live 3.0 ( Tsunami ) code samples that
demonstrated arbitration, statistics, Xbox Live storage, and the Live Service Platform. These samples shipped
with the Xbox development kit.
Software
Design Engineer ( 2004 )
- Readied
Sudeki for release. Fixed problems in a variety of systems from memory
management to script interpretation to gameplay.
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Terminal
Reality
Software
Design Engineer ( 2001 – 2003 )
- Designed
and implemented a complete AI system for Roadkill ( Xbox, PS2, GC )
from the ground up. This AI system was designed for flexibility and
allowed for easy modification to meet ever changing game design
requirements. The AI was designed to allow for autonomous control and
to allow for mission scripting. Game agents were pedestrians, drivers
and turret gunners, all participating in a living world.
- Wrote
Maya scripts that performed tasks to assist game development. Such
tasks included automatically generating and exporting AI path finding
data and finding errors in art resources.
- Coordinated
closely with the game designers to create the designers' desired
gameplay mechanics.
- Modified
legacy AI code written in C++ from 4x4 Evolution during a rapid design
cycle. The AI was improved to adjust the game's difficulty based on the
player's current and historical performance. The AI was also modified
to avoid other moving objects in the game.
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Technical
Consulting, Inc
Software
Test Engineer Intern ( 2001 )
- Developed
software unit tests for the Helicopter Terrain Acquisition Warning
System (HELO-TAWS).
- Using
the Ada language, developed automated code to test the interfaces,
integrity, and correctness of the software before integration into
embedded military solutions.
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Veridian
Systems
Software
Engineer Intern ( 2000 – 2001 )
- Ported
Hubble Space Telescope ground station "Hub" software to run on Intel
x86/Linux based machines. The software was written in the C language
and first ran on SGI/Irix machines. The software collected data from
other machines, analyzed data, displayed data, and redistributed data
to other machines.
Customer
Support Software Engineer Intern ( 1999 – 2000 )
- Maintained
and fixed software for telemetry analysis systems. Interacted with
customers to work toward the resolution of software troubles.
Maintained software included shared library code, GUI and network code.
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Leaping
Lizard
Programming
Intern ( 1998 )
- Programmed
interactive world objects using a custom language based on LISP for Centipede 3D.
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