Michael Slegeir
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MIKE SLEGEIR Austin, Texas [email protected] (903) 736-9561 mike.slegeir.com Education B.S. in Computer Science from The University of Texas at Austin, Spring 2009 with a 3.48 GPA Technical Strong C++ and Java skills. Experienced with C#, Javascript, Perl, C, and more. Skills Familiar with cross-platform development including Windows, Linux, OS X, and the web. Strong skills and experience in several game engines including UE4, idTech, and IW Engine. Experienced creating software to meet the needs of stakeholders across varied disciplines. Strong understanding of low-level details of programming languages and operating systems. Recognized for my ability to quickly ramp up in new environments and with new technologies. Experienced working in real-time, multi-threaded environments with complex runtime systems. Work Certain Affinity │ Software Engineer IV │ Austin, Texas │ May 2014 - Present History Lead AI Engineer on an online co-op action game (in development). AI Engineer on a VR military shooter title (in development) with a small team. World of Tanks: Helped ramp up engineering team working on the 2017 Halloween event. Call of Duty: Modern Warfare Remastered: AI feature work and fixes including pathing and animation as well as various tools for migrating content from the original game. Doom (2016): Quickly proved myself as an inexperienced game dev with large contributions to the playable demons in multiplayer, the networked glory kill system, and gore systems. Created various systems within UE4 including a networked FSM "language" within Blueprint. Discovered and fixed bugs in UE4, including an issue involving serialization of maps and sets. Frequently participated in interviews and recruiting across technical and design disciplines. National Instruments │ Staff Software Engineer │ Austin, Texas │ June 2011 – May 2014 Recognized for work on a central component of NI-RFmx including collaboration with teams across the world, and presenting demos at sales events and NI-Week. Recognized for “outstanding work” porting NI-VNA from Windows to OS X (written in C++, C#, C++/CLI, and LabVIEW) within an extremely tight deadline. Designed a key feature to handle new NI-RFSA hardware in an established driver stack, requiring substantial refactoring. The hand-off to complete implementation went smoothly. Mentored other engineers; reviewed and contributed feedback to tech designs and code. Frequently participated in engineering interviews and recruiting. Liquid Litigation Management │ Software Developer │ Austin, Texas │ June 2009 – April 2011 Prototyped, designed, and led development of two distinct distributed systems for processing large collections of documents. Original documents were converted to PDF and/or HTML using an extensible plugin system for handling various file formats. Contributed to front and back-end development of a large, complex web application. Improved performance and security by pushing for use of String Builder and Prepared Statements. Successfully advocated for use and contribution back to open source software (PoDoFo/Poppler). IBM │ Software Development Intern │ Austin, Texas │ May 2008 – December 2008 Developed internal, interactive web application to help project leadership track and manage. Worked with build infrastructure team and helped resolve bugs in customer releases. Personal Experimental emulation project lajit uses LLVM for translation of target machine code into host Projects code using high-level implementation of the target instruction set to save time and complexity. Designed and programmed Android action / augmented reality game, Scavenger Quest utilizing GPS, gestures, and 2D animation. Completed in four months, but remains unpublished. Lead Programmer, Designer, or Developer on several open source projects, particularly in the area of emulation / gaming (Wii64, WiiSX, OpenJazz-Wii, and more). Conducted independent research on implementing tail recursion in Python, with a working demo..