
Software Engineer at Radical Entertainment
Canada

Software Engineer at Radical Entertainment
Canada
Software engineer with a strong focus on game development and production.
• C/C++
• OpenGL and DirectX
• Lua and ActionScript
• Flash
• Extensive experience with various data structures
• MFC, Windows GDI, and network sockets
• AI (State Machines, Path Finding, Genetic Algorithms,
and Neural Networks)
• RenderWare and GameBryo.
• Written multiple game documents and project schedules
• Survived Crunch Time working 70+ hours a week to meet Milestones
• Ability to not only perform these skills, but to teach them to others
(Privately Held; 201-500 employees; Computer Games industry)
April 2007 — Present (2 years 4 months)
• Responsible for creating an entire front-end system, on top of flash, from scratch. All in-house game teams have since adopted the system.
• Using the front-end system described above developed a customizable online lobby solution for all in-house game teams to use. It was the company’s first foray into the online space.
• Developed for Xbox 360, PS3 and Windows.
(Public Company; 5001-10,000 employees; ERTS; Computer Games industry)
August 2005 — April 2007 (1 year 9 months)
• Worked with an established code base to implement new and engaging online features for almost every sports title developed by EA (Madden, FIFA, etc) for both the XBOX and PlayStation 2.
• Wrote code and scripts to interface with professional third party programs, such as Flash, to provide the freedom artists need to create truly breathtaking assets but without sacrificing functionality.
(Media Production industry)
September 2004 — July 2005 (11 months)
• Designed entire college course meant to take students from no experience to entering the game industry at an entry-level programming/artist position.
• Responsible for teaching course material on a daily basis to students, as well as giving them regular feedback through one on one conversations, and grades.
(Computer Software industry)
2003 — 2004 (1 year)
• Third-person adventure RPG in the same vein as games like The Legend of Zelda.
• Started in an internship-style position but within a few weeks was promoted to a full-time employee, working directly under the lead programmer.
Associate of Science , Game Design and Production , 2002 — 2003
Developed the game "Probed" for our final project, which was shown at GDC 2004 and previewed on IGN as promotion for what can be achieved at the school.