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CV

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									                                                Lee Higgins
                                                 28/05/1981
                                                      British
                            286 Rochfords Gardens, Slough, Berkshire SL25XW
                                               07815779443
                                      Email: lmh@depthperpixel.com
                                    Website: www.depthperpixel.com


I am a highly skilled developer with a broad range of experience. My career has been split between two
industries, Defence and Interactive media. This unique mix brings skills from both industries. The majority of
my career has been in the Defence industry; this has brought skills in large complex system design, formal
software design, complex signal processing algorithm development and multi-threaded, multi-computer
development. In my new industry I have been responsible for some ground breaking number one apps. I
have been working as a contractor for over a year and have fantastic feedback from my customers.


“Lee is a hard working guy who knows a little too much about graphics cards! He worked with us for around
10 months on both our iPhone and iPad applications.
Lee is always chirpy and willing to help out. He was a core member of the team and is adept at bug finding. I
would have no hesitation in employing Lee again in the future.”

April 13, 2011. Rowan Laurence, Director of Development - MailOnline, Associated Newspapers


“Lee is a rare breed. He has yet to tell me there is something he can't produce. If we can design it, he can
build it – and it's fantastic to be able to have that confidence when I offer our services to clients.”
May 15, 2010. Dean Johnson MCSD, Creative Director, Brandwidth


                            Please note, this CV is split into TWO sections.
SECTION 1
INTERACTIVE MULTIMEDIA EXPERIENCE
iOS Developer Contractor – Director of DepthPerPixel ltd
January '10 - Present
After a successful year back in the Defence Industry (see defence section) I returned to London and started
Depth Per Pixel ltd. Depth Per Pixel offers a number of services including native iPhone and iPad application
development, we also specialise in porting existing applications from platforms such as Flash, Sony PSP,
PC, Wii, Windows and OSX. We are responsible for top ten iPhone and iPad apps.


Projects have included:
       Guinness World Records Lite – iPhone (top ten app)
       Guinness World Records Lite – iPad (number one app)
                OpenGL, Objective C
       Happily Ever After - Nintendo Wii Prototype
                NDK, C++
       Kahoots - iPhone (PSP minis conversion)
       Kahoots HD - iPad



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                OpenGL, OpenAL, Objective C++
       Daily Mail news app – iPhone (top ten app)
       Daily Mail news app – iPad (released soon)
                Objective-C, Cocoa touch, Core Data, HTTP, JSON feeds, store-kit in-app purchase and
                server API for subscription system


iPhone Developer
November '08 – January '10
After leaving Blimey I decided to continue development of iPhone projects I had been working on in my spare
time. The application pipeline includes a Java based texture atlas system to optimise application content for
the iPhone. I have developed an OpenGL based application framework, which allows me to create games
and applications very rapidly. I have completed projects that include ports of a PSP and flash game to the
iPhone. I have a framework that is very modular and designed to be platform independent. Demos available.


Blimey Game Studios (Now, Slightly Mad Studios) Programmer
August '08 – November '08
Blimey was a perfect opportunity for me to gain some top class skills developing first-class racing games for
the major consoles. Blimey had several operational problems to do with source control and server
maintenance. Noticing these issues I immediately went about finding solutions. I reorganised the neglected
servers and re-wired the local network to increase its performance. I also made several recommendations to
resolve source control issues. The majority of my time was spent bug-fixing game code. I longed for a more
for filing position and so made the decision to leave Blimey.


Morpheme Game Studios (Eidos Interactive) Lead Game Engine and Tools Programmer
January '08 – August '08
A Job at Morpheme was my first leap into the computer games industry, for which I had left a successful
career in the defence industry. During my time at Morpheme I used my skills to expand their technology onto
new platforms, namely the Nintendo Wii. This involved myself porting the studios game engine, in under one
month. During this period I had extensive experience with the Nintendo Ndev development kit, Directx and
windows TCP/IP sockets. I also expanded their technology to support rich 3D environments, which included
a physics simulation. This period allowed me to re-cap and increase my experience with the Windows
programming environment, after a long period using Linux. Along with the development of the studios
technology I streamlined their build and source control system. During this period I used both C++ and Java.
Unfortunately studio owner, Eidos Interactive, entered a restructuring phase that resulted in the redundancy
of the entire studio.




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SECTION 2
DEFENCE EXPERIENCE
Systems engineering and Assessment (SEA)– Software Consultant
February ‟09 – February '10
During this time I used my previous defence experience to advise and implement several complex projects.
This time allowed me to build upon my digital signal processing skills as well as learn new skills with mySQL.
I used cross compiling tools to develop for PowerPC hardware which also involved the use of a DMA engine
and TCI/IP networking. I acquired an advanced knowledge of the Netbeans IDE during this period.

QinetiQ Level 4 Software Engineer/ Software Team Leader
October ‟05 – January '08
Promotion to career level 4 saw new responsibilities, which included leading software tasks. With this new
responsibility I decided to champion software re-use, and streamline the creation of new software by creating
common code libraries. Design and creation of an application framework synchronised software modules
produced by each software engineer and increased consistency and maintainability of code. This period saw
me integrating software with many third party companies, providing technical support and working closely
with customers to refine requirements and ensure their satisfaction. The vast success of previous sonar
technology demonstrators put the company in a very good position to win a contract to produce the 2054
sonar replacement system. With this new work I was given the responsibility to produce the main signal-
processing component. The various procedures and frameworks I had developed and improved on in
previous projects, helped make this challenging project a coherent and reliable success. I am constantly
looking at new developments in the industry and evaluating how they could be used to improve quality and
productivity. During this period I had extensive experience with software design and distributed computing
techniques, including TCP/IP and UDP network programming and multi-threaded parallel computing. I also
gained considerable experience implementing complex signal processing algorithms. This development
period was spent primarily developing software on and for Linux, although all software I produced was also
tested and working in a Windows environment.


QinetiQ Level 3 Software Engineer
October „03 – October „05
Upon return to QinetiQ I was placed on the rapidly expanding and successful open systems' team. During
this period I produced major components for several important technical demonstrator systems. I gained
experience deploying the systems on military hardware and became an important and respected member of
the open-systems team. Many of the projects I was involved with required working away for long periods and
organisation of travel and accommodation. This period used my skills in the following areas; Linux embedded
OS creation, C++ design and implementation, DirectX, Distributed computing, multi-threading, use of the
standard template library, and implementing design patterns.


Final Year of Degree Study
October „02 – October „03
During this year I gained technical leadership experience by heading a group project to produce a complex
computer game technical demonstrator. My final year project, “A Hardware View of Assembly language”
gained praise from respected lecturer and writer Alan Clements, this project contained an interesting mix of
low and high level concepts, seeing a simple ARM core emulator implemented in Java. During the course of
my final year I gained hands on experience with various topics including; Assembly programming, OpenGL,
Multi-threading and Java.


QineiQ Level 1 Year in Industry Student
June „01 – October „02
Introduction to the industry came with a successful interview for a placement student position in the
underwater system group at QinetiQ Winfrith. During my placement I gained valuable experience of the full


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software life cycle. The quality of my work was at a standard that allowed me to work on major components
of deliverable systems, along side fully qualified software engineers. After a very successful year I was
awarded sponsorship for the final year of my degree, and a guaranteed position. During my placement year I
gained experience in several areas such as; Distributed computing, Multi-threading and Networking.




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TECHNICAL KNOWLEDGE
     Languages:                                                                   Commercial exp
    C/C++,                                                                         9+ years
    Objective-C,                                                                   4 years
    Java,                                                                          6 years
    Bash scripting,                                                                2 years
    XML,HTML,                                                                      5 years
    mySQL                                                                          1 year

     Libraries: Boost, STL, Ptypes, Pthreads, Sockets (TCP/UDP)
     API/Middleware: Intel IPP, OpenGL/OpenGL ES, DeRSCI Middleware, DirectX, OpenCL, mySQL,
       Open AL, Cocoa, Core Data
     Applications: MS Visual Studio, Xcode, Netbeans, Linux GNU tool chain, Vi,
                    Subversion, Git, Perforce, Visual Source safe,
                    MS Office, Open Office. VMWare.
    Operating Systems: Windows, Redhat Linux (Advanced), OSX 10.6
    Hardware: x86 PC, CPCI Blade servers, Rack mount Servers, Nintendo WII NDev, Sony PSP,
     Power PC, iOS devices.
    Design: Object Orientation, UML, Design Patterns, Agile
    Specialist:            3D mobile graphics.
                            Digital Signal Processing.
                            Distributed computing and Multi-threading.
                            Multi-platform software design.
                            Network programming.
                            SC Security cleared.
EDUCATION

BSc(Hon's) Computer Studies (2:2 with a first class project)
A-level's: Computer Studies, Physics, General Studies (B, C, D)
Ten high grade GCSE's including double A* for science.

TRAINING COURSES

City&Guilds C++ programming
City&Guilds Visual Basic programming
QED Advanced Java programming
Introduction to sonar processing
Duke of Edinburgh Bronze
Submarine escape training

PROJECTS WORKED ON

Sonar/Defence systems:

2054 (Bow and Towed array) Technology demonstrators (DeRSCI Open Systems program)
2087 Technology demonstrators (DeRSCI Open Systems program)
2054 Inboard replacement sonar
PACE Sonar recording system
DART Radar tracking system

iPhone/iPad Apps:

Guinness World Record Lite     iPad
Guinness World Record Lite     iPhone
Kahoots                        iPad
Kahoots                        iPhone
Daily Mail news app            iPad
Daily Mail news app            iPhone




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