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Mirko Muggli

Mirko@b34r.net | 425.522.2347

Software Engineer

 

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.

Technical Skills

 

Languages

C#, C/C++, SQL, HTML, LUA, Maya MEL Script, some Perl, PHP, and Java

API’s

.Net, WCF, WPF, XNA, DirectX, Azure, Silverlight, ASP.Net, WinForms, TFS SDK, Perforce SDK, MFC, Win32

Tools

Microsoft Developer & Team Suites, SQL Server 2008, Perforce, Sony PS3/PSP Tools, Photoshop, 3dsMax, Maya

Methods

Scrum, Iterative, Agile Development, et al.

 

Professional Experience

 

Senior C# Consultant | Microsoft Business Intelligence through Avanade

6/10 to Current

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

·         Provided client authentication and authorization via certificate thumbprint and chain of trust verification

·         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.

·         Integrated partner-authored SDK to facilitate customer contact preference retrieval for mailing lists.

·         Responded to critical issues arising during SIT/UAT signoff stages, as well as ACE review process.

 

Tools Engineer | Nintendo Software Technologies through Aerotek

09/09 to 06/10

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

·         Designed and developed a comprehensive, extensible framework to cleanly and efficiently combine components from numerous existing tools.

·         Pushed for improved usability features ranging from Perforce integration and dev-kit communication to drag-and-drop.

·         Created custom WPF controls to meet specific art team needs.

·         Helped build web-based content review suite via ASP.net w/Ajax and SQL Server.

·         Suggested and implemented automated error logging in all internal tools via syslog.

·         Implemented Scrum as an alternative to lengthy, weekly meetings.

 

Tools Engineer | Zipper Interactive

03/07 to 02/09

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

·         Maintained dev-kit previewing tools and adapted them to reflect changes in the engine and art pipeline.

·         Expanded on in-house art tools to provide a more user friendly interface.

·         Built tools to correlate bug reports against build distribution logs to ensure validity.

·         Improved asset tagging and export tools to streamline the art team’s process.

·         Participated in scrum and iterative agile software development methods.

 

UI Designer & Flash Developer | Zipper Interactive

04/05 to 03/07

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

·         Built complex UI components in Flash 4 including a multi-char-set keyboard and avatar customization suite.

·         Expanded on engine-side Flash implementation to support UI team needs.

·         Drove an effort to establish a coding style sheets among the UI team, for easier component maintainability.

·         Rapidly prototyped UI designs for demonstration at reviews to the studio and Sony executives.

·         Examined multiple, market leading, user interface design approaches.

 

Core Code Tester for Forza Motorsport | Microsoft Game Studios through Volt

09/04 to 03/05

Part of a small team tasked with examining project source to aid developers in locating and resolving issues.

Technologies Employed: C#, Proprietary script

·         Lead tester for functionality and accuracy of proprietary Ghost and Replay recording system.

·         Developed automation scripts via engine-supported scripting language and external tools using C#.

·         Examined project source to expedite bug tracking and propose solutions to isolated issues.

·         Aided ad-hoc test team in examining debug information to improve the quality of information in reported bugs.

·         Worked with developers, artists, and leads on a large, production team to resolve bugs and other issues.

 

Tester for Fable | Microsoft Game Studios through Volt

05/04 to 09/04

Ad-hoc games tester for a high profile Xbox release.

·         Verified combat item balance through careful cross referencing of statistics and extensive gameplay testing.

·         Analyzed the Save, Load & Checkpoint systems for accuracy and vulnerabilities.

·         Helped test in-game systems including NPC-relationships, hero/villain balance, and nicknaming system.

·         Provided chapter based save points at the onset of new builds from the studio.

 

Education

Real-Time Interactive Simulations | DigiPen Institute of Technology

09/00 to 08/03

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.

·         Computer Science and Math studies including advanced image manipulation, rasterizing and interpolation in 2d and 3d spaces, data structures, and algorithms.

·         Mathematics and Physics with a focus on Interactive Simulation applications

·         Built an extensive DirectX wrapper comprised of graphics, input, and sound libraries as back-end for sophomore year project.

·         Hands-on game project studies including creation of game and technical design documents, feasibility reviews, and detailed time tables for year-long school projects

·         Devised detailed and realistic schedules for a small team of four developers and artists.

 



all materials © m.m. 2011