Jan. 2001
-
Present |
Programmer
LucasArts Entertainment
Company a Division of LucasFilm
- Lead on Game
Engine Art Path Exporter framework written in C++ for Maya 4.5
- employs a plug-in
based .dll architecture
- Development of
Multi-platform Shader authoring system written in C++
- PC rendering
component in openGL for NVidia hardware and integrated into a Maya
hardware shader plugin.
- Implementation
of Dot3 bump mapping, reflection mapping
- Maya Exporter for
Gladius Role-Playing Game
- Various Maya Polygon
editing plug-ins
- Console front-end
authoring tool and runtime system
- UI Builder/Authoring
tool written in .NET C# and employs managed C++ architecture for
integration with runtime component
- Runtime component
integrated with a proprietary byte-compiled OO scripting language
|
Feb. 2000
-
Dec. 2001 |
Software Engineer
for Real Time 3D Graphics Engine
Engineering Animation
Inc., Sense8 WTK Development Group
- Cross Platform
development of a real-time 3D graphics simulation engine (WorldToolKit)
on NT, SGI IRIX, HPUX, Solaris and Linux using C/C++
- Evolution and maintenance
of a legacy code base
- Technical support
- Development of
test suite and testing framework in C/C++
- Development of
3D graphics physics-based product demonstration using WorldUp
- WorldUp plugin
development including a real-time particle system
- In-house Knowledgebase
tool development using Java 2.0 and Swing
- Strategic direction
and marketing analysis towards new product development
|
Aug. 1998
-
Dec. 1999 |
Project
Lead for Tandem Framework
Electronic Visualization Laboratory, University of Illinois at Chicago
- Chief Architect
and Lead Programmer of Tandem
a Component-based Framework for Interactive, Collaborative Virtual Reality
- Lead a
12 month development iteration (Domain Analysis, OORA, OOD) in a team
of 6 to produce an OO framework focussing on distributed systems and
human/computer interaction in the CAVE environment
- Design challenge
was to integrate an extensible, component-based, layered architecture.
- Work is currently
in progress to produce a Linux port
- Development of
Mars
Builder, a shared Virtual Environment application for Collaborative
Virtual Reality using Tandem
- Application development
configuration included: UML, RationalRose, C++, SGI IRIX 6.5.x, IRIS
Performer, the CAVElib, RCS and DOC++ for API
documentation
|
May 1997
-
Oct. 1997
|
Developer
for Client/Server Behavioral Simulation Demo
OriginalSim
- Design and implementation
of the "perfect demo" demonstrating feature set of OSim simulation framework
- Consisted of a
5 month development effort to rapid prototype an application that highlighted
the major features of an OO behavioral simulation framework
- OOA, OOD and OOP
in C++ on IRIX platform
- Documentation
of a tutorial for the software, and source code
- Design and implementation
of a network deployable demo using Java and VRML
|
Sept. 1995
-
Sept. 1996 |
Systems
Architect for Finished Goods Inventory System
Lorbec Metals Ltd.
-
Lead Systems
Engineer of Inventory system during 12 month project.
-
Requirements engineering,
analysis, design and implementation of Finished Goods Inventory System
-
Worked directly
with company executives and employees throughout requirements engineering
-
Included on-site
installation, support and training
- Implemented on
PC platform using Access/Basic 7.0
- Installation and
deployment of system on Novell 4.1xx LAN
- Various office
automation tasks
|
Jan. 1994
-
May 1996 |
Entrepreneur
I.M.S. Designs
- Sole proprietor
of I.M.S Designs
- Sale of PCs &
Components
- Computer consulting
services
- Several graphics
design contracts
|
Nov. 1992
-
Oct. 1995 |
Office
Automation Specialist
Les Services de Personnel Manpower
- Training of clients
on software applications
- Programmed Windows
3.1 training software localization
- Maintenance and
installation of hardware and software
- Subcontracted
as CE to Hewlett Packard during summer of ‘95 for Monreal area
installation of CDE WAN
|