John Marzulli 7544A 24th Ave NW
Seattle, WA 98117

( 206 ) 679-5094
John.Marzulli@gmail.com
http://www.JohnMarzulli.net

Software Developer
Accomplished software engineer with a track record of success in the electronic entertainment industry. Consistently able to provide quality solutions on schedule in high demand situations. Able to jump into large existing code bases or to design new software systems and adapt quickly to any environment.

Core Technical Skills
Artificial Intelligence, Xbox Live, Console Development

Gameography
Destroy All Humans 3: Path Of The Furon ( 2008: Xbox 360, PS3 )
Shadowrun( 2007: Xbox 360, Vista )
Sudeki ( 2004: Xbox )
Roadkill ( 2003: Xbox, PS2, Gamecube )
4x4 Evolution 2 ( 2001: Xbox, PC )
Centipede ( 1998: PC, Dreamcast )

Professional Experience
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
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.
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.
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.
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.
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.
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.
Leaping Lizard

Programming Intern ( 1998 )
  • Programmed interactive world objects using a custom language based on LISP for Centipede 3D.

Education
BA, Computer Science, Artificial Intelligence track, St Mary’s College of Maryland, 2001