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Sean O'Neil sean.p.oneil@gmail.com 770-849-9486 |
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| Objective: |
A software development position that can benefit from my experience in data processing, networking, databases, or 3D graphics. |
| Summary: |
I am an expert developer with experience primarily in Windows using C++ and Java, but I can work with any language or platform. I learn quickly, I write/refactor code quickly, and I produce efficient code that is easy to maintain. |
| Education: |
Georgia Tech - B.S. in Computer Science 1994 Specializations - Software Engineering, Database Design, Computer Graphics |
| Skills: |
(Numbers in parentheses indicate work-related experience of at least 1 full year.) Platforms - Windows (10), Linux (1), Solaris (1), BSD Languages - C/C++ (8), Java (4), PHP(1), Ruby (1), x86 ASM, Perl, Python, C# IDEs - Visual Studio 1.52 - 2005 (8), NetBeans 3.x - 5.x (3), InstallShield 6.x (2), Eclipse Databases - SQL Server (7), dBase (2), DB2 (1), Oracle (1), Informix Frameworks/Libraries - Win32/MFC/ODBC (9), OpenGL (3), COM/ATL/ADO (2), JDBC/JSP/Servlets/Struts (2), J2EE (1), Rails (1), DirectX Miscellaneous - TCP/UDP (2), IIS/ASP (1), Tomcat (1), Apache (1), WebSphere 6.x, SNMP/OpenView, Crystal Reports |
| Experience: |
Junior Developer to Project Leader - Verso Technologies, Inc. 03/1995 - Present (Verso merged with Telemate Software, Inc. in 11/2001) A long-term software development/management position exposing me to all aspects of software development for many releases of various telecom and networking products. My responsibilities have included requirements analysis, design, implementation, testing, maintenance, support, documentation, training, installation, build configuration, and project management. I have worked on teams ranging in size from one to ten people, and led teams ranging in size from two to five people. Projects of note include:
A part-time contract to assist with R&D development involving dynamic generation and rendering of fractal-based worlds with dynamic level of detail using C++ and OpenGL. Designed and implemented new algorithms for terrain modeling/rendering, procedural modeling/texturing, atmospheric scattering, and volumetric cloud rendering. Junior Developer - Display Solutions, Inc. 10/1994 - 03/1995 A part-time intern position developing graphical software using C and x86 assembler for QNX 2.0 OS to generate graphics and animation to send to electronic signs. I also worked on microcode for an 8-bit microprocessor to control the signs. |
| Published Projects: |
A Real-Time Procedural Universe G3DRuby - A Ruby Library for Advanced 3D Graphics |
| Published Articles: |
GamaSutra.com - A Real-Time Procedural Universe, Part One: Generating Planetary Bodies GamaSutra.com - A Real-Time Procedural Universe, Part Two: Rendering Planetary Bodies GamaSutra.com - A Real-Time Procedural Universe, Part Three: Matters of Scale GamaSutra.com - A Real-Time Procedural Universe, Part Four: Dynamic Ground Textures and Objects GameDev.net - Real-Time Atmospheric Scattering "Massively Multiplayer Game Development", Chapter 4.3 - Procedural Worlds: Avoiding the Data Explosion "GPU Gems 2", Chapter 16 - Accurate Atmospheric Scattering |