Objective
To apply my strengths of learning and manipulating large systems
within a creative and challenging software project.
Experience
The Center for High Throughput Computing, Madison, WI
April 2010 - Present
System Administrator
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Contributed to supporting compute clusters (OS install,
configuration, automation, monitoring, etc.).
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Directly supported users of the Condor software, including help
with job submission, server configuration, and application debugging.
Human Head Studios, Madison, WI
December 2009 - March 2010
Technology Programmer
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Responsible for PS3 executable builds, console profiling, and general bug fixes.
Activision/Raven Software, Middleton, WI
August 2007 - September 2009
Software Engineer
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Contributed to the technical design and implementation of the game engines.
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Did work with tools, save game APIs (PC/PS3/Xbox 360), input,
matchmaking, editor database connectivity, particle effects editor,
call stacks from crashed game consoles, compiler optimization
assessment, console profiling, and the asset build system.
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Led lunchtime seminars for continuing education of in-house software
engineers.
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Shipped titles:
Activision/Raven Software, Middleton, WI
January 2007 - August 2007
Asset Manager/Build Engineer
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In charge of asset organization, specifically enforcing the chosen
naming scheme and updating shaders on models.
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Made updates to the forward asset creation system and did
troubleshooting on asset creation errors.
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Also in charge of numerous automated reports written in Python and
C/C++ for analyzing game assets and memory budgets.
Undergraduate Projects Lab, University of Wisconsin - Madison
Fall 2005 - Fall 2006
Volunteer Coordinator
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Led the jMonkey Engine tutorials for the Games Special Interest Group.
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Wrote a portion of the engine for a 2D platformer game project.
Computer Systems Lab, University of Wisconsin - Madison
May 2004 - December 2006
Student Programmer/System Administrator
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Supported hardware and software in a large heterogeneous environment
consisting of Linux, Solaris, and Microsoft Windows computers.
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Duties included bug fixes and feature requests for existing software,
building software from source, system installation and configuration,
inventory management, and writing scripts to automate tasks.
Education
University of Wisconsin - Madison
Winter 2009
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Bachelor of Science degree in Mathematics
Technical
Languages
- Proficient with C and Python
- Comfortable with C++, Perl, Bash, and SQL
- Have experience with C♯ (ASP.NET), Java, Batch scripting, and Common Lisp
Operating Systems
- Proficient using GNU/Linux and FreeBSD systems as both a desktop and development environment
- Comfortable using Microsoft Windows along with MSDN and the Win32 API
Game Engines
- A highly modified version of idTech 4 was used on Wolfenstein
- Unreal Engine 3 was used on Singularity
Software
- GNU Emacs, Eclipse, and Microsoft Visual Studio IDEs
- Vim text editor
- GNU Make and SCons build systems
- CVS, Subversion, Mercurial, Git, and Perforce version control systems
- Condor workload management system
- DevTrack and Request Tracker issue-tracking systems