Mirko@b34r.net | 425.522.2347
Software Engineer
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Well rounded engineer
with a solid history utilizing various Microsoft technologies in projects
ranging from secure web services and data collation to in-house art and
design tools for AAA game studios. Constantly striving to keep abreast of new
technologies and ensuring a relevant skillset.
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Technical Skills
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Languages
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C#,
C/C++, SQL, HTML, LUA, Maya MEL Script, some Perl, PHP, and Java
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API’s
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.Net,
WCF, WPF, XNA, DirectX, Azure, Silverlight, ASP.Net, WinForms, TFS SDK,
Perforce SDK, MFC, Win32
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Tools
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Microsoft
Developer & Team Suites, SQL Server 2008, Perforce, Sony PS3/PSP Tools,
Photoshop, 3dsMax, Maya
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Methods
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Scrum,
Iterative, Agile Development, et al.
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Professional Experience
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Senior C# Consultant | Microsoft
Business Intelligence through Avanade
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6/10
to Current
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Developed
secure WCF services to run on high-availability hardware, and in the cloud;
enabled data distribution to an open-ended list of client teams. Implemented
SQL procedures to facilitate data ingestion for centralized warehousing.
Technologies Employed: C#, WCF, SQL Server
2008 R2, IIS 7.0, Azure, WPF, Silverlight
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Provided client authentication and authorization
via certificate thumbprint and chain of trust verification
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Standardized database interaction framework
through the use of dynamic SQL and object serialization and reflection.
·
Created test harness to automate execution and
result verification of data collation and warehousing process.
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Integrated partner-authored SDK to facilitate
customer contact preference retrieval for mailing lists.
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Responded to critical issues arising during
SIT/UAT signoff stages, as well as ACE review process.
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Tools Engineer | Nintendo
Software Technologies through Aerotek
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09/09
to 06/10
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Drove
the design and development of the in-house Nintendo DS/DSi art and design tool pipeline
with a strong focus on intuitive user interface and extensible architecture.
Technologies Employed: C#, C/C++, WPF,
ASP.net w/Ajax, SQL Server 2008
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Designed and developed a comprehensive,
extensible framework to cleanly and efficiently combine components from
numerous existing tools.
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Pushed for improved usability features ranging
from Perforce integration and dev-kit communication
to drag-and-drop.
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Created custom WPF controls to meet specific art
team needs.
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Helped build web-based content review suite via
ASP.net w/Ajax and SQL Server.
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Suggested and implemented automated error logging
in all internal tools via syslog.
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Implemented Scrum as an alternative to lengthy,
weekly meetings.
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Tools Engineer | Zipper
Interactive
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03/07
to 02/09
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Created
build and asset distribution tools. Maintained and expanded on an extensive
library of Maya MEL scripts. Aided the studio-wide adaptation of new debugging
tools.
Technologies Employed: C#, C/C++, WinForms,
Maya MEL, ProDG PS3 and PSP Suites
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Maintained dev-kit previewing tools and adapted them
to reflect changes in the engine and art pipeline.
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Expanded on in-house art tools to provide a more
user friendly interface.
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Built tools to correlate bug reports against build
distribution logs to ensure validity.
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Improved asset tagging and export tools to
streamline the art team’s process.
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Participated in scrum and iterative agile
software development methods.
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UI Designer & Flash
Developer | Zipper Interactive
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04/05
to 03/07
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Worked
closely with artists and designers to realize the front end for Zipper’s
premiere PSP titles, placing heavy emphasis on creating a fluid and enjoyable user
experience.
Technologies Employed: Flash, C++, Zipper
proprietary script
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Built complex UI components in Flash 4 including
a multi-char-set keyboard and avatar customization suite.
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Expanded on engine-side Flash implementation to
support UI team needs.
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Drove an effort to establish a coding style
sheets among the UI team, for easier component maintainability.
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Rapidly prototyped UI designs for demonstration
at reviews to the studio and Sony executives.
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Examined multiple, market leading, user interface
design approaches.
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Core Code Tester for Forza Motorsport | Microsoft Game
Studios through Volt
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09/04
to 03/05
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Part of
a small team tasked with examining project source to aid developers in locating
and resolving issues.
Technologies Employed: C#, Proprietary
script
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Lead tester for functionality and accuracy of proprietary Ghost
and Replay recording system.
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Developed automation scripts via engine-supported
scripting language and external tools using C#.
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Examined project source to expedite bug tracking
and propose solutions to isolated issues.
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Aided ad-hoc test team in examining debug
information to improve the quality of information in reported bugs.
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Worked with developers, artists, and leads on a
large, production team to resolve bugs and other issues.
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Tester for Fable | Microsoft Game Studios through Volt
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05/04
to 09/04
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Ad-hoc games
tester for a high profile Xbox release.
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Verified combat item balance through careful cross referencing of
statistics and extensive gameplay testing.
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Analyzed the Save, Load & Checkpoint systems for accuracy and
vulnerabilities.
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Helped test in-game systems including
NPC-relationships, hero/villain balance, and nicknaming system.
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Provided chapter based save points at the onset of new builds from
the studio.
Education
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Real-Time Interactive
Simulations | DigiPen Institute of Technology
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09/00
to 08/03
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Extensive
course work in C/C++, DirectX, graphics & rasterizing, mathematics,
physics, and game development process via annual, team-based game projects and
an ongoing focus on clean, optimized work throughout all studies.
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Computer Science and Math studies including
advanced image manipulation, rasterizing and interpolation in 2d and 3d spaces,
data structures, and algorithms.
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Mathematics and Physics with a focus on Interactive Simulation
applications
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Built an extensive DirectX wrapper comprised of
graphics, input, and sound libraries as back-end for sophomore year project.
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Hands-on game project studies including creation of game and
technical design documents, feasibility reviews, and detailed time tables for
year-long school projects
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Devised detailed and realistic schedules for a
small team of four developers and artists.