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Resume Templates of Civil Engineer in Word Format - DOC by mrb71505

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       GERKE MAX PREUSSNER

OBJECTIVE
                  A position as Senior Game/Tools Programmer in one of the major game
                  companies where 4 years of hands-on experience, a shipped title and a total
                  of 13 years of programming experience will add value to operations.


CAREER SUMMARY
                  Senior/Lead Software Engineer with professional experience in designing,
                  implementing and supporting 3D video games and video game based
                  simulators with a strong emphasis on Epic Games’ Unreal® Engine
                  technology. Specialized in extending existing core engine functionalities and
                  integrating third party software components and hardware devices.


WORK EXPERIENCE

                  02/2005-07/2006            Anteon Corp / General Dynamics, Orlando/USA
                  Sr. Software Engineer
                   Designed and implemented the prototype of a distributed convoy

                     training simulator (similar to Lockheed Martin’s VCCT) based on Unreal
                     Engine gaming technology (presented at NGAUS 2005)
                   Directed the collaborative effort of all internal and external software

                     engineers participating in the project on-site (including LaserShot Inc,
                     Electronic Warfare Associates Inc. (EWA) and Saab Training Systems)
                   Integrated Mäk Gamelink® into convoy trainer for DIS/HLA support

                   Implemented selected set of PEOSTRI game entities and interactions

                   Interfaced Unreal® Engine with various military training simulators,

                     such as JCATS, JANUS, Distributed JANUS, FBCB2 (through
                     SIMPLE), OTBSAF and MetaVR, incl. full bi-directional interaction
                   Integrated EWA Indoor Tracking System for the visualization of live

                     dismounted infantry soldiers inside the America’s Army game
                   Integrated LaserShot® live fire weapon system into Unreal® Engine

                   Created and converted 3D terrain databases (levels) for America’s Army

                   Implemented various AI opponents, game play logic, particle systems,

                     game entities, map actors and user interfaces for the Unreal® Engine
                     based simulators
                   Upgraded the RWA Helicopter Simulator Suite to a newer network

                     protocol for distributed simulation and integrated it with Unreal®
                   Designed and implemented the production version of a distributed

                     convoy training simulator with extensive LVC capabilities, including a
                     shooting range simulator and a marksmanship training simulator
                     (presented at I/ITSEC 2005), based on Unreal® Engine technology
   Designed and implemented a generic DIS/HLA middleware for game
    based simulators to replace GameLink® using Mäk VRLink®
   Participated in integrating the Polhemus Latus® Tracking System for
    the visualization of live entities in the America’s Army game
   Implement the Convoy Leadership Decision Trainer (CLDT), a
    classroom version of the original convoy trainer
   Reverse-engineered the MetaVR texture file format and implemented an
    export utility
   Designed and started to implement Anteon’s “SimLink”, a generic,
    platform-independent simulation middleware with DIS/HLA/SIMNET
    protocol support and a generic, centralized Control Center interface.
   Prepared and conducted the technical aspects of the company’s
    appearance at the National Guard Conference NGAUS 2005
   Prepared and conducted the technical aspects of the company’s
    appearance at the Interservice/Industry Training, Simulation &
    Education Conference I/ITSEC 2005
   Installed and maintained the technical infrastructure throughout the
    project’s entire lifetime, including local area network, project web & ftp
    server, project wiki, source control, data backup, bug tracking and
    documentation, as well as demo system installations
   Programming languages used: C++, UnrealScript, C#

08/2004-01/2005                           Atlantis Cyberspace, Orlando/USA
Project Lead
 Supervised an on-site team of software engineers (interns)

 Ported the video game “America’s Army” to the company’s generic

  virtual reality middleware (IGS), and modified it for military training
 Integrated Mäk Gamelink® into IGS, and was first ever to successfully

  interface the Unreal® Engine with military training simulators, such as
  JCATS, using the DIS network protocol for distributed simulation
 Interfaced IGS with Anteon’s Mobile MOUT container, a live training

  unit, and created high resolution 3D models for in-game representation
  of the MOUT in the America’s Army game
 Implemented various AI opponents, game play logic, particle systems,

  game entities, map actors and user interfaces for Unreal® Tournament
  and the America’s Army game
 Re-engineered parts of proprietary IGS core technologies for improved

  performance and stability
 Participated in integrating Polhemus Liberty® tracking devices into IGS

  for full body tracking of players inside America’s Army
 Participated in integrating Immersion CyberGlove® VR data glove for

  hand gestures and hand interactions inside America’s Army
 Participated in developing and integrating a wireless weapon system with

  weapon orientation tracking, fire mode switches and simulated recoil
 Maintained and improved the IGS control center software

 Prepared and conducted the technical aspects of the company’s

  appearance at the National Guard Conference NGAUS 2004
   Prepared and conducted the technical aspects of the company’s
    appearance at the Interservice/Industry Training, Simulation &
    Education Conference I/ITSEC 2004
   Conducted demo presentations for customers
   Programming languages used: C++, UnrealScript, Borland Delphi


03/2004-04/2004                         Atlantis Cyberspace, Orlando/USA
Lead Programmer (Contractor)
 Implemented a prototype for Karma® based vehicle simulation in the

  game “America’s Army” (which didn’t have vehicle support at that time)
 Added vehicle support to the company’s existing Immersive Group

  Simulation (IGS) training simulator for dismounted infantry training
 Modified existing game levels for use in military training applications

 Implemented various map actors and particle systems

 Maintained and improved the existing code base of the simulator and

  the control center software
 Programming languages used: C++, UnrealScript, Borland Delphi



06/2002-01/2003                           Atlantis Cyberspace, Honolulu/USA
Lead Programmer
 Supervised an on-site team of software engineers (interns)

 Researched the portability of 3D video game engines to virtual reality

  platforms, and their feasibility for training applications
 Developed software and components for the company’s Immersive

  Group Simulation (IGS) system
 Participated in porting the video games Quake, Quake 3, Unreal® and

  Unreal® Tournament to the IGS
 Maintained and improved the existing code base of the simulator and

  the control center software
 Maintained the technical infrastructure, including local area network,

  source control, data backup, bug tracking and documentation, as well as
  demo system installations
 Programming languages used: C++, UnrealScript, Borland Delphi



11/2001-05/2002                           Kamehan Studios, Paris/France
Senior Game Developer
 Programmer, Graphics Artist and Level Designer for the popular video

  game “TacticalOps: Assault on Terror” (released in 05/2002 by Atari).
 Designed and implemented the in-game menus and HUD

 Implemented various map actors, particle systems and internal helpers

 Created a multiplayer map (Terror Mansion) for the commercial version

 Participated in AI and game play programming, and content creation

 Created and maintained website for the German speaking community

 Created and maintained the product website for the game
ADDITIONAL WORK EXPE RIENCE

                  05/2001-10/2001             Infineon Technologies AG, Munich/Germany
                  Senior Programmer
                   Developed, implemented and documented new software components,

                    concepts and development methods to increase the productivity of the
                    company’s E-Commerce platform; created design guidelines for external
                    contributors; designed software prototypes; gave technical assistance to
                    the development team; created workbooks about OOP.

                  A list of additional, unrelated work experiences, such as web programming,
                  internships, voluntary work and other occupations is available on request.


VOLUNTARY ACTIVITIES
                     Regular contributor to UnrealWiki, an online knowledge base for
                      Unreal® Engine based game development
                     Technical consultant for the video game “TacticalOps: Crossfire”, the
                      sequel to “TacticalOps: Assault on Terror”
                     Reverse-engineered Unreal® package and T3D file format, and released
                      UTToolkit, the first fan-made utility for Unreal® in 2000

MAJOR STRENGTHS
                     Extensive and widespread technical knowledge base
                     Handling of existing, high complexity, reusable frameworks and APIs
                     Proactive and timely problem resolution
                     Ability to handle multiple tasks concurrently
                     Critical decision making and thinking
                     Strong focus on accuracy, exactitude and product quality
                     Leader and team player in collaborative environments
                     Professional interaction with customers and technical partners
                     Not afraid of working excessive overtime when necessary

EDUCATION

                  01/2004                        University of Rostock, Rostock/Germany
                  M.S. Computer Science
                   Grade: Summa cum laude

                   Minor: Computer Graphics, Media Technology

                   Thesis: “Efficient storage of imposter textures for the real-time

                    rendering of complex 3D scenes”

PAPERS
                  01/2003, “Portability of 3D graphics engines from the latest computer
                  games to virtual reality platforms, and their applications in civil, academic
                  and military simulations”, Research Paper, University of Rostock
AWARDS RECEIVED
                  2005, Certificate of Excellence for outstanding performance and lasting
                  contribution, Anteon Corp, Orlando/USA

                  2001, Finalist in the American Express “Codeblue” programming contest ,
                  American Express, New York/USA


LANGUAGES
                  German (native), English (fluent), Russian (unlearnt due to lack of use)


HOBBIES
                  Drawing, Graphic Design, History of Mathematics & Physics, Metaphysics,
                  Philosophy, Photography, Swimming, Poetry


SKILL KEYWORDS
                  Programming
                  Araxis Merge, Assembler (x86 & C167), Basic, Boost, C++, C#, CBuilder,
                  CodeSite, COM, Delphi 6/7/2005, DirectX, File Formats, Java, Kylix,
                  Memory Management, MFC, MSXML, Multithreading, Networking,
                  OpenGL, Optimization, Pascal, Platform Independence, Reusable Class
                  Libraries, RTTI, Script Compilers, SQL, STL, Templates & Generics,,
                  Visual Studio 6/7/8, Win32 APIs & SDKs


                  Simulation
                  Analysim, DIS, Head Mounted Displays, HLA, Input Device APIs
                  (Immersion, InterSense, LaserShot, Polhemus), Mäk GameLink, Mäk RTI,
                  Mäk VRLink, In-door Location Tracking, Live/Virtual/Constructive
                  Integration, SIMNET, Stereoscopic Vision


                  Gaming Technology
                  3D Math, Animations (coding), Artificial Intelligence, Game Engines
                  (Unreal, HL, Quake, CryTek), Game Object Management, Gameplay,
                  Intelligent Camera Systems, Karma, Level Design, Level Editing, Network
                  Replication, Particle Systems, Photoshop 5/6/7, Quake-C, Sound Editing,
                  Texture Creation, UnDox, Unreal Engine, UnrealEd, UnrealScript


                  Sofware Engineering
                  Adobe Acrobat, Agile Development Methodologies, Bug Tracking, CVS,
                  Decompiler, Dia, Disassembler, Doxygen, Excel, FlexLM Hex Editor
                  (various), IDA Pro, Install Shield, NMake, OOD, OOP, Perforce,
                  Profiling, Project 2003, Powerpoint, PVCS, Re-engineering, Reverse
                  Engineering, SoftICE, SourceOffSite, Subversion, Visio, SysInternals
                  Utility Suite, Visual Source Safe, VMWare, WinCVS, Word
                         Operating Systems
                         AmigaOS, Linux, Solaris, Windows NT/2003/XP


                         Web Programming
                         Apache, Apache Cocoon, Apache Tomcat, ASP, BroadVision, CSS, Cross-
                         Browser, DOM, Dreamwaver, osCommerce, eCRM, Flash, HTML, IIS,
                         JavaScript, JSP, Java Servlets, MySQL, Paint Shop Pro, Photoshop 5/6/7,
                         PHP, VBScript, XML/XSL/XSLT


Following the latest developments in software engineering and project management, and being
involved in a variety of different projects, I have accumulated skills for a vast set of tools and
technologies. The list above is a selection of skills to be considered relevant in terms of productive
use. Underlined items represent skills used for 5+ years or used extensively during the past 6 months.




References from employers and partner companies are available on request. A small portfolio with
selected sample can be downloaded from http://resume.gerke-preussner.de/AppendixSamples.doc.
For additional project information and downloads please visit http://www.gerke-preussner.de.
Last updated 8/16/2006.

								
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