Andy Campbell andy.campbell@gmail.com (425) 753-5332 (no phone solicitation please) Kirkland WA 98034 www.andyc.org/resume.txt Summary of qualifications * Skilled software developer with 9+ years of software engineering industry experience and comprehensive computer science and software engineering education * Experience with numerous programming languages & technologies C++, C#, JS/HTML5, PHP, Lua, AS3, Assembly (x86, MIPS, Z80), Unreal Engine, Unity, AngularJS, Android, WP8, Xbox 360, Xbox One * System design & architecture experience * Highly proficient with C++ and C# development, primarily through MSVC * Primary technical interests in game development as a generalist developer Work experience Microsoft Kirkland, WA May 2014 - September 2014 SDE (v- contract) 343 Industries * Halo Channel (Xbox One, Win8) - Twitter API, OAuth, responsive UI - HTML/JS UI, REST API integration, video streaming Wolfshine Games Kirkland, WA April 2013 - Present Independent Game Studio (Founder, Owner) Sole developer - design, production, programming, art & audio content Worked with collaborators and contractors to reach maximum quality * Bridge Physics (released on Xbox, WP8, Win8) - Touch-friendly, physics-based gameplay, creative problem-solving - C#/XNA/Monogame, XNA custom content, XML-based levels, Box2D (Farseer) * Tictrix (released on Android, WP8) - Touch-only puzzle game with AI and hot-seat multiplayer - Unity3D 4.0, Google Ads * AoS Puzzle Smash (in development, Android/iOS) - Novel gameplay combination of CCG and gem-matching, single-player - Unity3D, Facebook API, in-app purchases, cross-platform data sync * Cube Fortress (in development, Xbox) - Voxel-based multiplayer FPS (a la Minecraft) with teamplay, AI enemies - Heavy work on optimizing C# code for naive JIT and garbage collection - C#/XNA, in-game editor, reliable UDP (Lidgren), deferred shading * Unnamed RTS (in development, Android/iOS) - Asynchronous multiplayer RTS with persistent base-building Microsoft (Games) Redmond, WA April 2009 - April 2013 SDE, Good Science Studio & KALE Studio * Kinect Adventures (released Nov 2010, Kinect bundle launch title) - Custom design tools, gameplay implementation, infrastructure - C++, Unreal 3, Flash/Actionscript, Kinect * Kinect Fun Labs (released June 2011, continued support) - Multiple distinct apps, novel algorithm for hair recognition - C++, Unreal 3, Flash/Actionscript, Kinect, Custom build tooling * Kinect PlayFit (released July 2012) - Inherited from external studio, fast-tracked for release schedule - C++, Lua, Flash/Actionscript * Xbox "Live Event Player" (released Sept 2012, continued support) - Live video streaming app, interactive overlays for real-time polling - C#/Silverlight, XAML, REST API integration, DRM video streaming * Develop and deploy new internal build system for daily & continuous builds * 5 patent applications as named inventor Independent Game: "Marksman: Long Range" - Released March 2011 (Xbox), March 2012 (WP7) Programmer, Producer, Sound Designer, Artist, UI Designer, Tester * 1-man production with 6-month free-time schedule * Novel control scheme, realistic ballistic simulation, * Game peaked top 100 all-time sellers on XBLIG (of 2000+). 100k downloads * Over 100,000 downloads on WP7 marketplace Microsoft (Windows) Redmond, WA August 2005 - April 2009 SDET, Direct3D Core * Shipped Windows Vista and Windows 7 - Stability and reliability required for all desktop rendering * Help design and refine features for future 3D hardware and software - Texture filtering, frame blending, geometry shaders, compute shaders * Develop test suites for Direct3D runtimes and hardware WHQL testing - D3D10, D3D11, "D3D11 on 9" featue levels, WARP software rendering - C++, MS internal build & deployment tools (Razzle, WTT) Autodesk San Francisco, CA Summer 2004 AutoCAD Programmer, Intern * Help design features to be added and extended * Implement designed features, resolve bugs * Develop test scripts to stress implemented features Destiny3D independent 3D engine, www.destiny3d.com 2001 - 2005 Core Technology Designer & Implementer * Lead research & development on key cutting-edge technologies * 3D engine design and development, including: consumer hardware interfaces, scene management, content creation, ease of use, researching new concepts * Integrate and test interdependent program segments * Handle client suggestions and inquiries promptly * Original implementations: 3D portal/cell scene-graph, ABT compiler, .map parser, texture & bitmap handling, geometry templates, 3dsmax exporter, XML intermediate format, logging system, 2D system, math library, utility & container classes Education 2001 - 2005 Georgia Institute of Technology Atlanta, GA Computer Science, Bachelor of Science Graduation Spring 2005 CS GPA: 3.5 * Significant projects: N2 arcade shooter, toy Linux file-system, Tiger compiler, subdivision surfaces, ray-tracer, peer-to-peer chat, networked battleship * Specializations: Compilers, Computer Graphics, Design of Operating Systems * Emphasis on modular design and implementation, complex data structures, correctness of code, hardware/software integration, efficiency * Good communication skills in technical and non-technical discussions Hobby Projects Personal Photo Gallery: http://photos.andyc.org/ Persistent Web Game: http://wargame.andyc.org/ (old, closed down) Experimental programming language: http://andyc.org/ul (quite old)