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Robert W.

Morgan III
635 Canyon Road, Redwood City, CA 94062
(650) 670-7371
robert@morgan-family.com
http://robertwmorganiii.weebly.com
Objective:

Senior Software Engineer in a challenging and creative environment.

Education:

Bachelor of Science in Computer Science, Software Specialization


University of Kentucky, Lexington, KY

Computer Skills:
Languages
UI
Database
Networking
Design
Methodologies
Gaming
Operating Systems
IDE
Additional

C++, C, Java, Assembly(Intel)


Qt, MFC, Java Swing, wxWidgets
ODBC, JDBC, SQL, Oracle, XML, Btrieve, MySQL
TCP IP, IPX, Serial Port, Google Protobuf, ZeroMQ
OOP, OOD, Visio, Rational Rose, LucidChart
RUP, Agile
OpenGL, Unreal 3, XBOX 360, PS3, DirectX, OpenSceneGraph
Window 3.1/NT/95/2000/7/8, Linux, OSX, AS400, SunOS
Visual Studio, cmake, Kawa, Eclipse, Xcode, Ant
Telephony, CMS, J2EE, MQ, VT100, 3D Graphics

Certifications/Achievements:
Qt Certified Developer
Microsoft Certified Developer
4x US Patents
5 Released Game Titles

ISSA Certified Physical Fitness Trainer


CPR/AED Certified
First Aid Certified

Black Belt Tae Kwon Do


Brown Belt Shotokan Karate
Orange Belt Hung Gar Kung Fu

Experience:
February 2014
Present

Senior

Software Engineer. 219 Design, LLC, Mountain View, CA


Touch screen GUI interface for laser eye surgery system.
Analysis and data processing tool for robotic surgery system performance logs.
Software and firmware installer and auto-updater tool for voice-activated grill
with smart phone interface.

September 2014
Present

Physical Trainer / Self-Defense Instructor. Red Shadow, LLC, Redwood City, CA

Lead adult self-defense/combatives instructor.

Taught kids self-defense, anti-bullying, and physical training.

Instructed and trained adults as a personal trainer.

October 2012
September 2013

Senior Software Engineer. ROBLOX Corp., San Mateo, CA

Maintained and developed new features for C++/Qt based game development
tool targeted towards children and teens.

Technical lead for small team.

December 2008
October 2012

Principle Software Engineer I. WMS Gaming Inc., Chicago, IL

Developed new 3D video engine and tools using OpenGL, OpenSceneGraph, and
Qt.

Wrote various data manipulation tools such as texture compression and file
packing in C++/Qt.

Managed releases and installer build process.

June 2005
December 2008

Game Programmer. Midway Amusement Games, Chicago, IL

Implemented new technology and tools into the Unreal 3 Engine.

Supported and added new features to the tool used by the artists and designers.

Released Stranglehold, a game based as a sequel to John Woos Hard Boiled


movie. At present, over 1 million units have been sold worldwide on the XBox
360, PC, and PS3.

February 2001
June 2005

System Architect. Zurich Life (later Bank One Life), Schaumburg, IL

Designed and wrote a cutting-edge brokering system that delivered and


controlled methods of communicating with the client. Part of the system was a
more robust replacement of the Genesys call list system.

Taught Java training and education programs.

Rewrote existing scripting and C tools in Java J2EE.

Developed applications using the Rational Unified Process.

March 2000
February 2001

Game Programmer. Terraglyph Interactive Studios, Schaumburg, IL

Lead programmer on Scooby-Doo PC series of games (Showdown in Ghost Town,


Phantom of the Night released 4th quarter 2000, Jinx at the Sphinx released
4th quarter 2001).

Rewrote PC/Mac/WinCE/Dreamcast/Linux cross-platform libraries using OOD.

Rewrote game engine using C++ and OOD.

New tools and engines for Scooby 3 and 4 (in development).

June 1997
March 2000

IT Consultant. BALR (later Whitman Hart and MarchFirst), Oak Brook, IL

Client interfaces to databases using C++, MFC, Java, and ASP.

Application servers for backend processing.

Database design using Oracle, Btrieve, and MS Access.

Taught programming classes to fellow consultants.

Call center/telephony applications.

Huge book and education fund that was fully utilized.

Training classes.

June 1998
Present

Freelance Programmer. Various Locations

Small shareware apps.

Wrote a VC++ version of the gaming toolkit that I developed for Mind Shear.
Added support for third party graphics engines.

Released an Amiga MOD Player for Windows CE with support for all major MOD
formats. At the time, the only player that supported S3M, STM, MTM, WOW, and
XM formats.

Released an Autodesk FLI/FLC player for Windows CE.

Ported the majority of the Mind Shear gaming toolkit to Windows CE.

Consulting for Mind Shear on the next version of Ironseed.

Wrote a scripting language called Mischief that was entirely based on XML that
was used by Zurich to control some of their backend processes.

June 1996
June 1997

Software Engineer. DataBeam Corp., Lexington, KY

C++ Multi-player Gaming Toolkit based on the T.120 standard.

Utilities, test suites, and demos in Visual C++.

Represented DataBeam at several conferences.

Small game written in Visual C++ and demonstrated at Computer Game


Developers Conference.

April 1993
June 1996

Lead Programmer. Mind Shear Software Inc., Lexington, KY

3D first person game, In Pursuit of Greed, published by Softdisk Publishing,


Shreveport, LA, written in C and Assembly. Managed the team and lead
programmer.

Networking toolkits for 8 player Greed. Supported IPX, Serial, and Modem.

C++ gaming SDK as an internal tool.

Sci-fi role-playing game, Ironseed, also released through Softdisk Publishing.


Ironseed was written in Pascal and Assembly.

Released Finger Paint Pro, a full-featured graphics editor, as shareware.

Fall 1992
Summer 1993

Notebook Computer Repair Technician. Lexmark International, Lexington, KY

Repaired and upgraded 386 and 486 notebook computers.

Attended training seminars.

Software expert for the team.

References:

LinkedIn - https://www.linkedin.com/in/robertwmorganiii

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