NEIL DAVIDSON

Transcription

NEIL DAVIDSON
NEIL DAVIDSON
35/6 Meadowbank Crescent, Edinburgh, EH8 7AL +44 (0) 7920 426 556 [email protected] neildavidson.scot Lead Software Engineer An accomplished Software Engineer with extensive experience leading the development of numerous published titles on multiple platforms. Over 19 years experience in software design and development within the games industry. Over titles shipped to market. Exceptional design and documentation skills. Excellent project planning and interpersonal skills. Full knowledge and experience of entire project lifecycle: concept, design, prototyping, implementation, testing, bug fixing, beta testing and publishing. ★ Proficient in a wide range of programming languages and development environments. ★ Extensive knowledge of games industry technology. ★
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TECHNICAL SKILLS Programming Languages Expert​
: C, C++, C#, Lua Proficient​
: JavaScript, PHP, HTML, MySQL Familiar​
: Objective C, Visual Basic, Perl, Python, Node.js, CSS Experience Game Engines​
: Unity, Source, RenderWare Development Environments​
: Visual Studio C++ / .NET, Eclipse, Android Studio, XCode, SN Systems ProDG, Metrowerks Codewarrior API / SDK​
: Android SDK, Android NDK, iOS, RakNet, DirectX, OpenGL, .NET Project Management / QA​
: Hansoft, Redmine, Bugzilla, Jira Source Control​
: Perforce, Visual Source Safe, Subversion, NxN Alienbrain, Git Databases​
: SQL, NoSQL (Riak) Art​
: Maya, 3DS Max, SoftImage, Adobe Photoshop, Adobe Premiere, Paint Shop Pro, GIMP Content Management​
: AWS, Amazon S3, Rackspace, Kii Unity​
: NGUI, Unibill, Simple IAP System, Facebook, Tapjoy, GameAnalytics, Photon Unity Networking, Unity Park, Android In­App Billing, Unity Serializer, Finger Gestures Platforms​
: Windows, Mac, Linux, Android, iOS, Xbox, Xbox 360, PlayStation, PlayStation 2, Playstation 3, Gamecube, Dreamcast WORK EXPERIENCE VEEMEE (Edinburgh) Lead Software Engineer : August 2009 ­ April 2015 Veemee Creator App A 3D virtual Character creator App. It allows you to customise the Character’s features and clothing. The customised character can then be exported to be used in the Live Wallpaper App. ● Responsible for evaluating various game engine options and ultimately chose Unity to develop the App. ● Designed and implemented asset management and commerce systems to create assets and data to manage virtual items and commerce within the App. ● Implemented in­game database, inventory, player profiles and user account systems. ● Implemented localisation system for commerce, brand and in­game text. ● Implemented Android native plugin. ● Set up, implemented and managed the avatar builder system to create the full character from preloaded and downloaded individual components. ● Implemented animation system to control animation state and blended animations. ● Implemented Tapjoy integration for alternative in­game monetization. ● Managed all builds including internal, alpha, beta and final production builds. ● Managed Alpha, Closed Beta and Open Beta releases. ● Managed team of coders to tight deadlines and project milestones. Veemee Live Wallpaper App A 3D Android Live Wallpaper. It has an animated character who reacts to various events on your device. ● Worked closely with external contractor. ● Managed builds for the Google Play Store for Alpha and Beta testing and our own internal testing. PlayStation@Home Games Darts, Pool, Oscar’s Lobster Mania, Gnome Curling, Go Fish, Home­Grown Laboratory, Audi Gecko, My Gym, Supa­Fun Robo­Goalie Time!!, Audi Technology Experience, 3D Printer, Acorn Meadows Park PlayStation@Home Content ● Main technical contact for “Core Space” maintenance for SCEE and SCEAsia. Prototypes ● Developed a multiplayer prototype in Unity using UnityPark and also Photon Unity Networking to create multiplayer demos with players connecting with each other across multiple platforms (PC, Mac, PS3, Android, iOS, Web). Outerlight Ltd. (Edinburgh) Lead Software Engineer : May 2004 ­ August 2009 Bloody Good Time, Ubisoft (PC and Xbox 360) Multiplayer First Person Shooter released on Steam and Xbox Live Marketplace. ● Managed team of coders to implement the game on schedule for 2 platforms using the Source Engine released on Steam and on retail for Xbox 360. ● Worked closely with the publisher to manage changes to the code relevant to their on­going change requests. The Ship, Mindscape, Merscom (PC on Steam and Retail) A murder mystery alternative to traditional FPS multiplayer games. ● Helped develop the company’s technology using Valve Software’s Source Engine to complete the main game within a tight time­frame for multiple territories. ● Main coder on the Single­Player story­mode game that was completed in only 2 months. ● Designed and developed the AI bots including the navigation system. ● Responsible for implementing the networking layer for our custom entities. ● Implemented animation system for the custom characters. ● Managed nightly builds, unit tests and dedicated servers. ● Provided editor, shader and maya export tools support. ● Integrated and supported Perforce. ● Instigated and helped develop various company wide systems and coding standards and ideas to improve the productivity and communication to make it possible eventually for the company to release the game. ● Main person responsible for regular game updates, builds and releases and was in constant contact with various people at Valve to solve any issues that would arise during development and prior to any release. Criterion Software Ltd. (Derby) Software Engineer : January 2002 ­ April 2004 RenderWare Studio A multi­platform game production environment. ● Developed Game Framework C++ code and modules that games developers could use to write their software. ● Fully documented source code that adhered to strict standards. ● Developed using all of the major compilers and worked with most of the hardware involved with console games development for all games platforms at the time (PC, PS2, Xbox and Gamecube). ● Supported Workspace team to help develop cross­platform tools. ● Visited numerous customers to give support and training, helped promote the product on the RenderWare stand at E3 and attended GDC. Runecraft Ltd. (Dewsbury & Glasgow) Lead Software Engineer : July 1999 ­ July 2001 Mat Hoffman's Pro BMX, Activision (PlayStation and Dreamcast) An extreme sports game involving famous BMX characters performing a variety of tricks. ● Helped set up and run the Glasgow studio, the first of five satellite offices for the company. ● Managed two other coders in the studio and worked closely with team in the main office in Dewsbury. Caesars Palace 2000, Interplay (Playstation, PC and Dreamcast) 3D casino environment based on Caesars Palace in Las Vegas with card games, slot machines, roulette and other gambling games. Inner Workings (Glasgow) Software Engineer / Lead Software Engineer : August 1995 ­ June 1999 Plane Crazy​
, Europress/ Sagasoft 3D plane racing, PC game using an in­house DirectX­based rendering engine. The Jolly Post Office​
, DK Multimedia 2D multimedia educational product for PC and Mac using Macromedia Director. Wallace & Gromit Funpack​
, BBC Multimedia 2D games compendium and PC customiser. Winnie the Witch​
, Oxford University Press A 2D multimedia game and electronic storybook for PC and Mac using Macromedia Director. EDUCATION AND QUALIFICATIONS Glasgow University : 1991 ­ 1995 2:1 BSc (Hons) Computing Science Junior Honours Subjects Algorithmics; Artificial Intelligence; Communications and Networks; Computer Architecture; Compilers; Databases; Formal Methods; Graphics; Human Computer Interaction; Operating Systems; Programming Languages; Software Engineering. Senior Honours Subjects Communications and Networks; Computer Architecture; Graphics; Software Engineering.