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  Anthony Salter                                        Phone 248 313 9329


I have over ten years experience programming software with various languages in various
environments. I have one year of embedded systems development, two years of mobile device
development and five years of graphic user interface development. I have developed products
for the medical, automotive, and entertainment markets. I can work independently or as a team
member in both large and small groups. I interface well with other technical and non-technical
teams in internal and external settings.

                                       Professional Experience

Graphic User Interface Programmer, General Motors                                    Feb 2011 - Feb 2012

Shipped Titles:   PC-CETS (Suse Linux)
Tools Used:       SUSE Linux, NetBeans, Eclipse, Visual Studio 2008, QTCreator
Languages:        C++, FORTRAN
APIs:             QT 4.8 Graphic User Interface Library

    I was brought in to update an aging system that required a new graphic user interface. I created the
    entire GUI using Nokia's QT 4.8 GUI library. It was necessary to work closely with the legacy
    developers to ensure compatibility with the original FORTRAN code. The project was a success and
    the system can now be accessed through a modern interface. I consulted with the operators of the
    original software to ensure they would have no trouble switching to the new version.

Embedded Programmer, Somanetics Corporation                                          Oct 2010 - Feb 2011

Shipped Titles:   INOVS Oximeter Graphic User Interface (SYSLinux)
Tools Used:       Ubuntu Linux, SYSLinux, NetBeans, GCC
Languages:        C++
APIs:             GRX Low-Level Graphics Library

    The INVOS Oximeter is an embedded medical device used to constantly monitor the blood oxygen level
    of patients during surgery. The original graphic user interface for the device was written many years
    ago and was based on the outdated MS-DOS operating system. During the development of the new
    Linux version, I was responsible for upgrading the graphics and GUI systems to work with a more
    modern graphics library, as well as refactoring the entire application to make it more maintainable in the

Programmer, Stardock Corporation                                                     Oct 2009- Aug 2010

Shipped Titles:   Elemental: War of Magic (PC)
Tools Used:       Visual C++ 2005, 2008
Languages:        C++, XML
APIs:             None

    While my initial responsibilities on Elemental involved coding a system that allowed players to build
    cities, I eventually branched out and did work in almost every subsystem of the game. I also worked
    closely with artists and developers to quickly implement complex user interfaces. Most of the spells,
    buildings, units, and various other in-game objects were described in code using XML, and I both
    created the XML files for these objects and wrote the supporting code to ensure the proper handling of
    these objects.

Contract iPhone Programmer, Warped Productions                                       May 2009 – Aug 2009

Shipped Titles:   Warp Defense (iOS)
Tools Used:       Xcode, Instruments
Languages:        C++, Objective-C
APIs:             OpenGL ES, OpenAL

    I was brought on to complete an unfinished project called Warp Defense. While the basics of the game
    were complete, the application was four times as large as desired and would experience slowdown in
    certain cases. I was able to successfully solve both problems, first by recompressing both the graphics
    and the music into a more efficient format, and then by profiling the application and placing limits on the
    number of particle effects that could be on screen at once.

Contract Mac OS X UI Programmer, CrazyBump Software                                  Jan 2009 – May 2009

Shipped Titles:   CrazyBump (Mac OS X)
Tools Used:       Xcode, Instruments, Visual Studio 2005
Languages:        C#, C++, Objective-C
APIs:             Qt 4.5

    CrazyBump is a very popular artist's tool. The author has had many requests for a version compatible
    with Mac OS X; unfortunately the original application was written in C# using Windows Presentation
    Foundation. The author contacted me about providing the graphic user interface for an OS X version. I
    decided to use the Qt 4.5 GUI platform because it is cross-platform between Windows and OS X. Even
    though it was necessary for me to create many custom controls in Qt 4.5 based on their WPF versions,
    I was able to complete the porting project in less than two months.

Programmer II, Aspyr Media                                                         April 2006 – Nov 2008

Shipped Titles:   Top Spin 2 (PC), The Sims Castaway Stories (PC), futureU (PC)
Tools Used:       Visual C++ 2003, 2005, 2008, PIX, Photoshop, 3D Studio Max
Languages:        C++, Lua
APIs:             Direct3D, FMOD, FBX, Scaleform

    During my tenure at Aspyr Media I worked on over a dozen projects and accomplished many disparate
    tasks. I aided in porting a game from the Xbox 360 to the Windows platform. I created a 3D camera
    system, with special film effects, that the designers could script with Lua to create in-game cinematic
    sequences. I developed a from-scratch Direct3D renderer that loaded models from FBX files and
    displayed and animated them using a custom-written cartoon shader using vertex and pixel shader 2.0.
    I also rewrote applications written for Windows XP to make them compatible with Windows Vista.

Programmer, Gizmondo Studios                                                      May 2005 – March 2006

Shipped Titles:   Hit & Myth (Gizmondo Handheld Console)
Tools Used:       Visual C++ 6.0 and 2003, Photoshop
Languages:        C++, C#
APIs:             OpenGL ES, FMOD

    My main duties on Hit & Myth were to develop a variety of subsystems for the game. I created the
    cutscene system, the font rendering system, the graphic user interface and the conversation system. I
    also developed a tool called Convex, written in C#, that allowed designers to create in-game
    conversations by moving dialog boxes around and linking them together in a visual manner. The
    designers were quite happy with this system and it enabled them to get much more content into the
    game than they were expecting.
Programmer II, Multimedia Games                                           August 2001 – March 2005

Shipped Titles:   Life of Luxury (PC), Big Tippers (PC), Hollywood Squares (PC)
Tools Used:       Visual C++ 6.0, Photoshop
Languages:        C++
APIs:             DirectX

    My duties at Multimedia Games required me to port games from proprietary hardware and software
    systems to work on the Windows platform. I typically had no access to the original hardware or
    software. All of my work was done using Visual C++ 6.0. DirectX was used for all graphics. It was also
    occasionally necessary for me to program low-level drivers for set-top boxes that were not originally
    built to run on the Windows platform.

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