Resume of Our Principal Developer

Resume of Warren Steven Riley

309 Barrington Ln
Winchester VA 22601
703-569-1030
wsriley@eureka3d.com

3D/Software Development Skills:

I have 28 years of programming experience. I have extensive C++, Windows, DirectX and OpenGL programming experience as well as a thorough understanding of scene graph API’s for 3D visualization on a variety of platforms that include the X-Box, Gamecube, and PS-2.  I have developed for the ID Tech 4 Engine; Xbox, Nintendo Game Systems as well as the PC under Linux, Unix and all flavors of Microsoft Operating System since Windows 3.1. I have developed for and managed development for Windows, the GameCube, the XBox, the PS/2 as well as UNIX and Linux variants.

Languages: C++,  C#, 80×86 Assembly Language,  Pascal, Java, Lisp, Javascript, 6502 Machine Language

3D API’s: Direct3D/DirectX, OpenGl, Open Scene Graph, Viskit, Gamebryo,


Internet Development/Marketing/SEO/SEM/PPC
I’ve developed algorithms for determining relative value of keywords for ppc campaigns based on weighting of multiple trigger criterions.  I have built and developed viral marketing software and strategies in flash, php and .net for Facebook, Livejournal and other social networking sites as well as strategies and techniques for white hat seo.

Specialties:

3D/Software Development using C++ and C#, scene graphs, optimization techniques, gaming engines and frameworks; web development/internet marketing, php, .net, javascript, dotNetNuke, wordpress, and other CMS’s, and flash development in actionscript.

Experience:

8/2005 – Present: Owner, Eureka 3D, Inc.

I have been engaged in all programming and project management tasks associated with contracts for dozens of small to large development efforts related to technologies for small and large scale medical simulations, network information assurance, retail product advertising and distribution as well as foreign and domestic GIS real-time tracking systems for foreign and domestic clients.  I’ve coordinated and lead by example projects built using and programming in real-time 3D, mapping, cost analysis as well as web-based frameworks using C#; C++ ; PHP; many flavors of SQL; and occasional javascript and macromedia flash for a number of small and large scale clients.  Proficient and productive interactions with existing developing teams and software frameworks directly empowered existing external teams to integrate software deliverables efficiently and effectively with their existing processes.

Developed a 3D mass casualty simulator for MedStar, Inc. “Code Orange”(as featured in the Washington Post) utilizing the ID Tech 4 engine and related licensed technologies.  I am now proficient in use and implementation of all levels of coding, tool utilization and architectural framework issues related to the engine itself and specific customizations.  I have worked with partners on upgrading the scripting and pcode engines as well as interacting with outside teams on potential support for additional AI infrastructure based on proven, cutting edge methods of deployed robotic agents.

1/2004 – 7/2005: Systems Engineering Lead, ITSpatial, Inc.

At ITSpatial, I worked with and extended a data-fusion and visualization product that used 3D and 2D for information analysis and situational awareness in training and in the field environments.  I developed a number of analysis techniques for situational awareness including shadow volume support and dynamic terrain generation from dted and cib imagery files for the intelligence and homeland security community.

I coordinated with a Software Engineering Lead in the production, testing and deployment of this product to the NSA and various small and large government clients.  I was lucky enough to work with some amazing business development experts who taught me invaluable skills.
4/2002 – 12/2003: Owner, BuyMoreProducts.com

At BuyMoreProducts, I developed a system for taking remaindered and overstock books from dozens of national vendors, doing daily realtime competitive price analysis on each title using ISBN universal id info to automatically check Amazon.com for competitive pricing information and to then automatically upload and list these books on Amazon, Half.com and Ebay.  I had a small team of assistants who packed and shipped books to customers in the U.S. and abroad.

6/2000 – 4/2002: Lead Software Engineer, Paradigm Entertainment

At Paradigm, I was rewarded with the opportunity to work with top notch game console development teams.

I witnessed and participated in the implementation, training and utilization of a truly amazing scene graph engine known as Viskit based on the scenegraph principles made popular by SGI’s performer.  At Paradigm I lead 2 development teams as Lead Programmer of 15-20 artists and coders in working on a Snoopy Flying Ace Project for the Game Cube and Impossible Mission Force for the X-Box, Gamecube and PS/2.

9/1998 – 5/2000: Lead Software Engineer, Aeon, Electronic Entertainment

At Aeon, I was responsible for directing the activities of all programmers as well as personally coding all of the 3D aspects of the submarine simulation Silent Hunter II.  Silent Hunter II enhances Silent Hunter by bringing it a full 3D engine running under Windows 98/95 Direct3D and changing its setting from American submarine encounters in the Japanese Pacific to WWII German U-boat encounters in the Atlantic.  I was lucky enough to work for an industry expert; William T. Becker – his guidance, understanding; commitment to quality and rock solid integrity left an indelible mark that remains with me to this very day.

I was involved in all aspects of scheduling and management of programming personnel for the project as well as being the technical liaison to the real-time 3D artists.  I also managed relationships with external contractors responsible for creating models used in our 3D world.  I had a chance to become very familiar with the scene graph paradigm that has in recent years become popular in the development of real time 3D software.

8/1997 – 8/1998: Director of Software Development, ASPI

All Source Processing, Inc. was a company that created 3d hardware in-house that used a voxel type technique to produce realistic terrain.  It used off-the-shelf polygonal rendering chips to create polygonal effects depth merged with the voxel terrain.  My responsibilities at ASPI included coordinating software development, overseeing four programmers and creating a software library for this cardset.  I have learned many 3d concepts first hand and have dealt extensively with the OpenGL interface.  I designed and created a Feature Manager that encapsulated a polygonal object definition system, fonts, 3d symbols, photo realistic icon objects as well as effects such as fog and haze.  This unique environment has taught me a lot of advanced techniques dealing with the rendering of terrain, OpenGL and crossing the hardware/software barrier having the ability to understand what 3d hardware does on the most fundamental levels involving digital logic design.  I managed the software process with Rockwell Collins to begin integration of our cardset on commercial airlines by the year 2000.  I also chose the name that was trademarked for the cardset: The True-Terrain 3D.  My work also involved finding a software solution for a voxel imaging project for medical diagnosis.

6/ 1995 – 7/1997: Game Programmer/Developer, Legend Entertainment

At Legend, I was involved in two games and a third project involving the design of a game development system using DirectX.  This process involved extensive design coordination to create a game system that utilized DirectX, sprites, video compression codecs, sound effects and music, coordinating input and other events by maintaining an event manager, memory handler, caching system, custom fonts system, non-Windowsä user interfaces for windows, buttons, sliders, supporting translucency, etc.  The design work on this fundamental library taught me quite a bit about committee based and independent design approaches.  My work on both games involved me in various levels of programming, design and development.  The processes, interface design and programming, were done through multiple spiral iterations to generate the best net result.  I also oversaw a group of artists and gave them directions to generate final game art.  I also coordinated a team of testers giving them direction to produce a solid entertainment product.