Development / environments



Download 24.49 Kb.
Date conversion16.05.2018
Size24.49 Kb.
Benjamin Millek


Game Software Engineer

San Jose, CA 95112 • (669) 210 - 2704 • bmillek@gmail.com

Website: www.bovinefury.com

DEVELOPMENT / ENVIRONMENTS


• Android, iOS, PC, Nintendo DS

• Unity3D, Qt, Sencha Touch

• Visual Studio, Xcode, C++, C#, Javascript, Lua

• BREW, J2ME


EXPERIENCE

Founder/Programmer/Designer 1/2017-Present

Furious Bovine San Jose, CA

Invadurrs, Defend!

Designed and created Invadurrs, Defend! with Unity3D for Android tablets and phones.

• User drawings processed and turned into in game objects for defending the city.

• Published to Google Play Store.



Software Engineer 2/2013-12/2016

Cisco ( Contract employee) www.cisco.com San Jose, CA

Packet Tracer Desktop

UI and engine improvements.


Packet Tracer Mobile

• Created Sencha Touch GUI for Packet Tracer software and ported existing

Packet Tracer code to work on Android/iOS tablets and phones.
Experimental software

• Developed prototypes involving varied hardware and software, including mobile and

motion controls.
Usability Software Engineer 4/2012-8/2012

Roblox (Full-time employee) www.roblox.com San Mateo, CA


Lua tool overhauls

• New UI implementations for existing Lua tools.

• Incorporated new features to existing tools.

• Bug fixes.


Qt implementations

• Created new Qt UI components and incorporated them into preexisting tools.

• Fixes for existing Qt implementations.
Software Development Engineer 5/2008-3/2011

Powerhead Games (Full-time employee) http://powerheadgames.com New York, NY

Lua scripting system

Create and manage sprites, backgrounds, 3D models and textures,

palettes, gesture recognition, sound and local wireless through Lua scripting.

• Incorporated internal menu development access and actions into Lua scripting.

• Provided access to most internal systems via scripting.
Unreleased Lua Scripted Game (Nintendo DS)

• Developed internal project built off the systems developed to be

used with Lua. Incorporated sprite, background systems and gesture recognition.
Backyard Sports: Rookie Rush (Nintendo DS)

• Implemented all menus (in and out of gameplay).

• Programmed all aspects of story progression.

• Handled in-game rule determination and outcomes.

• Developed model and texture loading systems.

• Developed the sprite creation and management system.

• Implemented the field and scoreboard HUD.

• Made the kicking microgame.

Backyard Sports: Sandlot Sluggers (Nintendo DS)

• Implemented all out of gameplay menus and some in gameplay menus.

• Programmed all aspects of story progression.

• Developed model and texture loading systems.

• Created the sprite management system.

• Implemented in game HUDs (field, scoreboards for different mode).

Glow Artisan (Nintendo DSiware)

• Redesigned old multiplayer implementation.

• Added new multiplayer game mode.

• Multiplayer related menus, in and outside of gameplay (flow, options, puzzle sharing).

• Developed some of the non-multiplayer menus.
2KSports Major League Baseball 2K10 (Nintendo DS)

• Implemented out of gameplay menus and some in game.

• Developed model and texture loading systems.

• Developed in-game microgames and cutscenes.

• Implemented unlockable content.
Imagine Soccer Captain (Nintendo DS)

• Game menus

• Implemented multiplayer related menus (connection and content sharing).

• Developed model and texture loading systems.

• Created model animation system for cutscenes and menus.

• Developed Model customization system.

• Implemented model texture editor and logo editor.

• Story scripting system

• Created microgames (single and multiplayer versions).
EXPERIENCE

Software Development Engineer 8/2007-12/2007

Carbonated Games (Contract) Redmond, WA

(Unreleased Xbox Live Arcade port to Windows) – http://www.carbonatedgames.com/

• Took over porting for all non-security related code tasks.

• Mouse and keyboard functionality for menus and game actions.

• Addition of Windows only options.

• Implementation of certification requirements (Games for Windows – LIVE, other).

• Bug finds and fixes for pre-ported code.

• Merged code base for the XBLA title and the port.

Software Development Engineer 10/2006-03/2007


Mobliss (Contract) Seattle, WA

The Price is Right (BREW)

• Found and resolved bugs for all systems (networking, sound, graphics, scripting).

• Resolved long-standing issues with code libraries.

• Designed/implemented new library functionality.

• Performed UI implementation for menus and game controls.

• Added extensions to game logic and core implementations.

• Facilitated interaction between the J2ME and BREW development teams in forming the

basic structure of the J2ME implementation.


Puzzled Sheep

• Created a level pack.


EDUCATION

Bachelor of Science: Computer Science (Real-Time Interactive Simulation) 2006

DigiPen Institute of Technology Redmond, WA

Computer Architecture, Software Engineering, and Networks


Associate In Computers and Business 2001

Camden County Community College Blackwood, NJ




The database is protected by copyright ©hestories.info 2017
send message

    Main page