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William Paredes Send email for address/phone number.
wwwresume@graymalkin.net

Education
Carnegie Mellon University, Pittsburgh, PA 8/1996 to 5/2001
Bachelor of Science in Computer Science, Master of Entertainment Technology

Skills
Languages APIs/Libraries
  • C/C++ (MS Visual C++, UNIX)
  • Python, JavaScript, VBScript, MEL
  • Assembly (MIPS, ARM, Intel x86)
  • Java (JDK 1.3, JBuilder, J++)
  • Visual Basic
  • SQL, PL/SQL, Transact-SQL
  • HTML, DHTML/CSS, XML
  • IDL
  • DirectX/OpenGL
  • ATL, MFC
  • ADO, ODBC
  • ASP
  • Maya API
  • JNI
Databases Platforms
  • Oracle
  • SQL Server
  • Access
  • mySQL
  • PlayStation 2 (SN)
  • XBox
  • Game Boy Advance
  • Intel
Employment History
Rockstar San Diego Carlsbad, CA 5/2003 to Present
Game Engine/Tools Programmer
  • Part of a team that designed & implemented a Maya plugin to export art assets for all game projects.
  • Wrote several Python scripts to automate Visual Studio.NET batch building of projects and post build results to a central database.
  • Responsible for weekly game engine tests to ensure compatibility with all game projects.
Qove Studios Mclean, VA 2/2002 to 5/2003
Chief Technology Officer/Cofounder
  • High-level design for a cross-platform game on the Palm OS 5 and Pocket PC 2002 handheld platforms
  • Ported Qove Studios' MetaExperience game engine from PC to PlayStation 2
  • Managed a team of two artists and a programmer in development of PlayStation 2 demo of a puzzle game, using Qove Studios' MetaExperience game engine
  • Designed & implemented a tile-based game engine for Game Boy Advance with physics
  • Managed a team of two programmers and one artist in the implementation of a Game Boy Advance demo, presented to publishers in December 2002
  • Designed & implemented Qove Studios' MetaExperience game engine, using Intrinsic Alchemy for graphics, Havok's physics engine, SoundMAX for sound support, and the Python scripting engine
  • Evaluated various graphics, physics, sound, and scripting technologies for use in a game engine
  • Participated in demos/meetings with over 10 publishers
  • Helped create long-term strategy for technology within the studio
  • Worked with CEO and CXO to formulate short-term tactical technology plans
ASE Edge Pittsburgh, PA 6/2001 to 8/2002
Senior Research & Development Programmer
  • Created a tool to allow client-side submission of data to servers in a compressed, encrypted package
  • Added functionality to an existing FTP COM object in C++/ATL/MFC
  • Designed & implemented TCP connection manager in VB ActiveX
  • Created a C++ Adobe Acrobat plugin to modify PDFs, with a COM interface created in ATL
  • Designed & implemented a database-driven distributed system to process files in a mixture of VB and C++, with several COM objects and ActiveX controls
  • Created HL7 interfaces for receipt and processing of medical informatics data, using iNTERFACEWARE’s Chameleon toolkit and MSMQ/Queued Components
  • Wrote a VB parser/data logger for GPS information in NMEA 0183 format
Angel Studios San Diego, CA 5/2000 to 5/2001
Software Developer
  • Designed & implemented a scripting language virtual machine for the Angel Game Engine, for use in AI, game logic, front-end interface, in-game menus, and other locations
  • Wrote the front-end menu system for Smuggler’s Run (PS2) and additional code for Midnight Club (PS2) and Test Drive Off-Road: Wide Open (PS2 and XBox)
  • Designed & implemented a flexible, extensible plug-in structure for an existing script engine
Carnegie Mellon Robotics Institute Pittsburgh, PA 9/1999 to 1/2000
Software Developer
  • Used COM objects exposed by MS Office to automate Outlook and PowerPoint using Carnegie Mellon’s Language Technologies Institute’s Sphinx Speech-to-Text package
Microsoft Research Redmond, WA 6/1999 to 8/1999
Virtual Worlds Group (now Social Computing Group)
Software Development Engineer Intern
  • Designed and implemented a new COM Automation interface for an existing program
  • Worked with a team of visual designers and usability researchers to create a product prototype for communications and collaboration between product development and research groups
  • Implemented prototype using DHTML to create a windowing environment within the Active Desktop
  • Each "window" design is dynamically loaded from a template, allowing end users to personalize their interface
IntraACTIVE, Inc. (now Bantu) Washington, DC 5/1997 to 8/1999
Software Developer
  • Prototyped a system tray app enabling a web application to interface with the Windows shell
  • Prototyped VB COM objects for business logic layer in an ASP application
  • Developed several web applications, including an e-commerce package and project/task management system, and various client websites, using combinations of Oracle, SQL Server, ASP, Cold Fusion, and PL/SQL
  • Created an authentication DLL for O’Reilly Website using MFC ODBC
W & J Computer Works Woodbridge, VA 12/1997 to 1/1998
Consultant
  • Programmed a DLL using MFC ODBC to connect to and modify an Oracle database
Interdisciplinary Team Projects
Jam-O-World 1/2001 to 5/2001
  • Interactive museum exhibit, on display at Zeum in San Francisco
  • Exhibit designed for the “Cone” at Zeum, a 40 foot wide by 30 foot high inverted-cone-shaped space
  • Visual output from PIII 1GHz computer on 4 GeForce 2-driven projectors, front-projected at various locations throughout the Cone, audio output is spatialized (3D) sound
  • Experiences designed for 4 players, however, groups of up to 30 were engaged by the games
  • Designed Java object-oriented software architecture for experiences
  • Implemented sound output through DirectSound, inputs through DirectInput and MIDI, with JNI bridging C++ and Java
  • Contributed to design of gameplay and visual experience for both HipHop and Circle Maze
  • Implemented core game logic using Python for HipHop experience
  • Assisted in user-testing of target audience members (8-18 year-old children)
  • Project Website: http://www.etc.cmu.edu/projects/jamoworld/index.htm
Tunescape 10/2000 to 12/2000
  • Prototypes of music search interfaces given an underlying automatic music categorization system
  • Contributed to design process of several prototypes
  • Implemented pitch-sensing prototype that converts notes the user sings or hums into pitches for use by a search engine to retrieve songs with melodies similar to that input by the user
  • Prototype used Java (J++) with COM components written in C++ for DirectSound input
Cybersecurity 8/2000 to 10/2000
Crowd Control 3/2000 to 5/2000
  • Large-audience interactive experience
  • Implemented computer vision algorithms using a video capture device and camcorder as input
  • Pole Position experience – audience members could lean left or right to control a race car, projected on a movie theater screen
  • Missile Command experience – audience members tossed a beach ball in the air to intercept incoming missiles with the beach ball’s shadow
  • Vision code implemented as C++ extension to Python script engine, connected to Alice for output
  • 400+ person audience experienced both projects at the ETC Building Virtual Worlds show, May 2000
Delorean 1/2000 to 3/2000
  • Low-attention music selection interface for use in cars
  • Developed as a way to select MP3s from a large library of music onboard a DMC Delorean
  • Used spatialized 3D audio via DirectSound implemented as a COM object controlled by Python scripts