Are you going to give me a job or something?
COMPUTER SKILLS
Programming Languages: C/C++11, C#, x86 Assembly, Java, and Python
Operating Systems: Windows and Linux/Unix
Applications: Maya, Unity, Unreal, Visual Studio IDE, Nsight Compute and GPU PerfStudio
Graphics Skills: CUDA, OpenGL, DirectX, GLSL, OpenSceneGraph, VR/AR, HoloLens, Arnold, and
Renderman
ACHIEVEMENTS
Primary Developer of the first shareware volumetric cloud plugin for Autodesk's popular Maya 3D software
package. As a part of this achievement, Autodesk distributed this plugin on their Conductor's CD at
SIGGRAPH99 to all developers. Samples of work was published in the 3rd Edition of Texturing & Modeling:
A Procedural Approach by David Ebert, Ken Perlin, Ken Musgrave, and Darwyn Peachey.
Member of the Golden Key National Honor Society
EDUCATION
Game Institue, Online Oct 2016 – May 2017
C# Programming
3D Graphics and Game Engine Programming using OpenGL
Game Mathematics
Unity
University of Maryland Baltimore County, Baltimore, MD December 1999
Bachelor of Science in Computer Science
Community College of the Air Force, Montgomery, AL
Associate of Applied Science in Avionics Guidance and Control
EMPLOYMENT HISTORY
Lockheed Martin Missle & Fire Control, Grand Prarie, TX June 2017 – Present
Sr. Software Engineer (SECRET CLEARANCE)
Modeling/Simulation Framework (Missile Simulation Framework);
TacWarrior/Sceptre(OSGEarth realtime application);
HoloLens(AR/VR application R&D);
Developer of Operational Flight Program (OFP) and Modeling and Simulation Framework (MSF)
for missile flight simulation using C++/CUDA.
Helped develop MSF/OFP infrastructure using AGILE, Scrum and code reviews using confluence
Primary Developer of TacScape/TacWarrior OpenGL realtime visualization
Mentor of a small team of developers for C++ algorithms support with TTVS
Developer of GLSL shaders for our custom realtime rendering software using OpenScenGraph
Helped develop a test case of AR/VR application for the US military using Unity 3D
Collaborate with teams to complete US Navy/Army contracts using flight planning software.
ReelFX Animation Studios, Dallas, TX Nov 2007 – Oct 2016
Sr. Software Engineer
Scooby-Doo (upcoming CG Animated Feature Film);Free Birds(CG Animated Feature Film); Book of Life (CG
Animated Feature Film); Looney Tunes Shorts (CG Animated Shorts);
Primary Developer of all in-house shaders including various physically-based materials such as
hair, diffuse, specular, refraction, procedural textures, and procedural geometry.
Researched and Developed various path tracing techniques such as importance sampling for
solving inherent noise issues as a result of using a path tracer/Monte Carlo rendering.
Primary Developer on the Alembic Pipeline for Maya/Arnold.
Software Lead for developing tools for our texture and lighting departments such as applications
rendering physically-based lighting and shading, as well as procedural phenomena like smoke,
terrain, and surfaces
Designer/Implementor for the entire shader building pipeline using Arnold, Renderman and
Mental Ray
Walt Disney Feature Animation, Burbank, CA Jan 2005 – Aug 2007
Sr. Software Engineer
Chicken Little(CG Animated Feature Film); Meet the Robinsons (CG Animated Feature Film); Bolt (CG Animated
Feature Film)
Primary owner, Developer and support of the FX volume renderer for creating special effects such as clouds,
smoke, fire, etc.
Look development software supporter for tools such as TileTool, Render pipeline scripts, Lumiere for Maya,
and Cloth (Flattener) tools.
Designer/Implementor for the entire shader building pipeline using Renderman.
Omation Studios, San Clemente, CA May 2004 – Dec 2004
R&D Programmer
The Barnyard (CG Animated Feature Film)
Primary Author and Developer of the texture and lighting tools for development of shaders and
texture/lighting pipeline support for the 3d animated feature The Barnyard
Troubleshot scenes that have rendering issues with Mental Ray in the XSI environment
PDI/Dreamworks, Redwood City, CA July 2003 – April 2004
FX Developer
Shrek 2 (CG Animated Feature Film)
Developed a particle map tool for use in creating decals and designs on clothing, wet maps for the
appearence of water on skin, and projections of textures on surfaces.
Implemented an extruding curve geometry tool for use in creating various procedural geometric objects like
vines, foliage, and hair. This allowed curve primatives to have actual uv surfaces for using displacement
mapping and texturing.
Developed the fx_glitter tool that allowed the director to use any geometric primitive on any procedural
point on a curve. This tool was used for creating glitter in hair for a character in Shrek2.
ESC Entertainment, Alameda, CA April 2002 – June 2003
Color & Lighting TD - ShaderWriter
The Matrix: Reloaded (Feature Film); The Matrix: Revolutions (Feature Film)
Primary Author and Developer of the entire procedural noise library for development of shaders for Matrix
Revolutions using Mental Ray's API.
Primary Developer and supporter of various VFX tools for Matrix Reloaded/Revolutions.
Designer/Implementor of Mental->Maya shader conversion tool. This tool allowed the user to view
MentalRay shaders in Maya and switch back and forth between the two to bypass the process of exporting
shaders from Maya.
20th Century Fox/Blue Sky Studios, White Plains, NY Jan 2000 – Dec 2001
Production Programmer
Ice Age (CG Animated Feature Film)
Co-Author and Co-Developer of Blue Sky Studio's ConvertShader Tool for Maya.
Designer/Implementor of the Maya Poser Tool for Animators/Riggers.