Contact Information
< available upon request >
(Due to the high profile projects I have worked on,
I have taken my home address and phone number off these pages.)
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http://estss.com/NCS/
nshin@estss.com
-- Please contact me via e-mail.
You will have a better chance of reaching me and
then setting up a day and time for a phone call.
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Employment Objective
Challenge my knowledge in electrical engineering hardware skills and computer science
software programming with exciting technologies. Explore my creativity and imagination
in a medium that best suites my ability. Yet, am business conscience by keeping an
eye on the company's needs, by being analytical, methodical and highly organized.
Work ExperienceIf you want to know more about the places I have worked at, then
click here.
Luxoflux Studio
Video Game Programmer
- Sept 2008 to May 2009 - Networking and Gameplay Engineer
for the Transformers 2: Rise of the Fallen project (full time position)
- This project was developed for the Xbox360 and Playstation3 platform.
- System work included:
- integrating Xbox Live connectivity to multiplayer gamemode:
invites, friends, join in progress and host migration.
- integrating Playstation Network restrictions:
parental controls and voice/chat settings.
- network communications on both platforms:
VoIP, packet/message crafting and out of order
message handling.
- Gameplay work included:
- network stability: during host migration and
join in progress players.
- program design requirements for art assets to
be "team" dependant.
Technology Consultant
<Private>
- Aug 2007 - May 2008 - Lead System Architect (contractor)
- A networked system to deliver and track ad content to remote
embedded display devices for the digital signage industry.
White Rabbit Games Studios (now
acquired
by TouchTunes Music Corporation)
- Summer/Fall 2007 - Senior Systems Engineer (contractor)
- Developed the diagnostic UI and reporting (audit) system used on the
PlayPorTT.
Midway Games
Video Game Programmer
- Jan 2007 to Oct 2007 - Senior Systems Engineer
for the Mortal Kombat vs DC Universe project (full time position)
- First project on the Xbox 360 and Playstation 3 platform.
- This project used the Unreal Engine from Epic Games.
Experience includes:
- learning the Unreal Engine project structure and how the
architecture can be used/extended
- configuring/using/adding features to the "editor"
- creating/using "commandlets"
- ported old sound API the team is familar with to work on top of
the Unreal Engine
- Jan 2005 to Dec 2006 - Senior/Lead Engineer
for the Mortal Kombat: Armageddon project (full time position)
- Project Leader on MOTOR Kombat, another "mini-game" mode. This
was done full time for the duration of the whole project. Tasks
included:
- complete mode from the ground up - from an engine that was
derived from a "fighting-mode" game system
- custom collision mechanism for efficient and optimization needs
- split screen mode (allowing up to 4 players on a single "offline" game)
- multi-player mode for up to 8 players online
- networking code (traffic shaping, message optimization and
priority levels) to fit within restricted resources available/allowed
- and was pretty much the only one programming this mode... =)
- Jan 2003 to Dec 2004 - Senior Systems and Gamplay Engineer
for the Mortal Kombat: Deception project (full time position)
- Project Leader on the mini-game mode: Puzzle Kombat.
Tasks included:
- game play mechanics
- puzzle engine
- networking code
- optimizations
- Other tasks included coding support for the main fighting
game mode:
- all "fatalities" and "hara kiri" routines
- Dark Prison background -- this arena was unique where
non-player characters (NPC) interact with the 2 fighting
players on an engine not designed for this kind of
interaction.
- particle effects
- core system and particle system optimizations
- July 2001 to Dec 2002 - Systems and Gamplay Engineer
for the Mortal Kombat: Deadly Alliance project (full time position)
- On this particular project, this was the only team in
the company that developed a game on all the three
target platforms simultaneously (i.e. not outsourced).
So I have become very familiar with the inner workings of:
- Playstation2
- Xbox
- GameCube
- Wrote the shadow and reflection system for the "player
characters". Special effects: including particle effects
and "fatality" mechanism and functions.
- Wrote a new display processing and lighting control
system for the game engine.
- Configured PC machines for running linux in order
to process SDK files and vendor provided tools for
quicker development solutions.
- Jan 2001 to June 2001 - Systems Engineer
for the Touchmaster (full time position)
- Worked on the Touchmaster product line.
A touchscreen table top video game machine.
This continued until the end of the product's life
when the company moved off of coin-op games and
into the home console markets.
- Wrote a new display system that is truely platform
independant. So the project is not doomed to
obsolete products.
- Device driver work on legacy systems.
- Rewrote the build environment for higher reliability
and easy maintainance.
- Operating systems used in this project were Linux
and FreeBSD.
Motorola
High Availability Platform (HAP) Development
- May 1998 to Dec 2000 - Software Engineer
(full time position)
- Assignments included developing the new generation of network and
communication systems for the telephony industry.
- Writing device drivers on new proprietary hardware with real time
operating systems (RTOS) on Motorola's PowerPC boards running
WindRiver's VxWorks, Lynx's LynxOS, and Sun's ChorusOS
- Other assignments involved creating a new development environment for our
developers to use (over 200 people locally and another 100 at remote sites).
The development environment will then be deployed to our (internal)
customers for developing/providing new commercial products.
- Designed the network infrastructure for the developer's environment
(which includes providing a secure method of holding third party
licensed source codes).
- Provided solutions to help create a training session for teaching the
developers about the RTOS in use.
- Provided solutions in the developer's environment for integrating with
6 different internal Motorola groups.
- Designed and held training session for the developers by presenting and
teaching new procedures and technologies.
- Working on developing new applications for the Sun Solaris workstation
and servers that will access and control the new HAP product.
Digital Equipment Corporation
Text-To-Speech Research and Development (College)
- January 1997 to December 1997 - Software Engineer
(45+ hours per week - internship)
- Assigned to the development of the DECtalk product lines.
- Assisted in final release production quality control, build processes,
and implementation of new features, tool development for automation
in tuning and regression testing for both of the hardware and software
products.
- Was responsible as the primary product trouble shooter (debugging) engineer.
- Wrote new programs that featured the abilities of the product
(Windows applications in Visual C++).
University of Illinois, Computing Services Office
Engineering Workstation System Labs (College)
- Spring 1996 to Fall 1996 - Site Manager
(30+ hours per week - part time position)
- In addition to the Lab Assistant's responsibility, site managers are
also responsible for the maintenance of the labs themselves and responsible
for checking on attendance and the performance of the lab assistants working
in the lab.
- Held performance reviews and provided suggestions and reports on improving
the lab's ability and usability for the engineer's needs.
- Fall 1994 to Spring 1996 - Lab Assistant (20+ hours per week - part time position)
- Assisting users with the software and hardware supported by the
College of Engineering Workstation computer systems.
- Responsible for maintaining and trouble-shooting these systems
which covered six labs and about 200 networked UNIX
workstations, including Sun SPARCstation 2/10/20, IBM RS6000,
and HP/Apollo HP-UX models 700 and 715.i
Jaleco USA
Product Development, Research and Design (High School)
- August 1990 to May 1994 - Consultant
(10 - 35+ hours per week)
- Assisted in product development and end product quality assurance by
providing feedback and testing the programs before releasing it for
marketing.
- Testing covered consumer and commercial sector products that were
produced in the industry of electronic gaming entertainment.
Specifically, gaming cartridges for the Nintendo machines for the
consumer market and full size uprights and sit-in arcade machine
for the coin-op market.
- Also assisted in electronic shows and exhibits (Consumer Electronic Show)
as a public relations liaison by showing product demonstrations and providing
technical information to interested parties.
- Summer 1994 - Warehouse Manager (10 - 35+ hours per week)
- August 1990 to May 1992 - Warehouse Assistant (10 - 35+ hours per week)
- Ran full warehouse shipping and receiving operations for Jaleco
consumer and commercial products. Also assisted the coin-op technician
in trouble shooting and rebuilding coin-op products.
Computer Experience
- Operating Systems:
LINUX; BSD; Windows NT4.0/2000/XP; DOS.
- Languages:
- High Level Language: C, C++, VHDL.
- Low Level Language: 80x86 (asm), i960 (asm), M68HC11 (asm).
- Interpreters: Phython, Perl, Sed, Awk as well as shell scripting with BASH
- Web Specific Languages: HTML, PHP, Javascript.
- APIs: Many. Most notables are: OpenGL, DirectX, MFC and many open source
libraries available from F/OSS.
- Software:
- Engineering applications: Mentor Graphics Design Architech.
- Integrated Development Environments: Microsoft's Visual Studio,
KDeveloper and Eclipse.
- Windows and Linux application Programming.
- Documentation applications: PageMaker, FrameMaker, Word, OpenOffice
and other documentation editors - favorite editor of choice: VIM.
- Digital graphics applications: Photoshop, Gimp, Illustrator, Inkscape,
Flash, Povray, Blender3D and other graphic editors.
- Hardware:
- Network protocols: (3)IPv4, IPv6, ICMP, (4)TCP, UDP, (5)NFS, SMB
and pile of layer (7) protocols.
- PC I/O ports: including interrupts and address configuration
as well as ISA, PCI, ePCI, AGP, IDE/PATA, SATA, PS/2, RS232, LPT, USB
and SCSI.
- Video resolution settings: (*)GA as well as NTSC vs PAL.
Education
University of Illinois at Champaign-Urbana
Received Bachelor of Science in Electrical and Computer Engineering in May 1998.
And Bachelor of Science in Computer Science in May 1998.
Cumulative GPA: 2.3/4.0
Relevant Coursework
- Electrical and Computer Engineering (Major)
Introduction to Computer Engineering/Architecture
Computer Engineering/Architecture II
Introduction to Circuit Analysis
Introduction to Electromagnetic Fields
Electrical Engineering Laboratory I
Signal and System Analysis
Solid State Electronic Devices
Digital Systems Laboratory
Electronic Circuits
Electronic Circuits Laboratory
Lines, Fields, and Waves
Advanced Digital Projects Laboratory
Microcomputer Laboratory
Probabilistic Methods of Signal and System Analysis
Theory And Fabrication of Integrated Circuit Devices
Computer Organization and Design
Large Scale Integrated Circuit Design
Engineering Problems -- Advanced Digital Systems Laboratory
Senior Design Project Laboratory
Future Car Project
- Computer Science (Minor)
Calculus and Analytic Geometry II -- using Mathematica
Calculus of Several Variables -- using Mathematica
Differential Equations and Orthogonal Functions -- using Mathematica
Linear Transformations and Matrices
Introduction to Computer Science
Discrete Mathematical Structures
Programming Laboratory Fortran
Software Laboratory C++
Data Structures and Software Principles -- using C++
Computer Networking
- Business Administration (Extracurricular)
Speech Communications I
Speech Communications II
Management and Organizational Behavior
The Legal Environment of Business
Past Projects
If any of this is of interest to you, please mail me at
nshin@estss.com.
Last updated May 2009.
Nick Shin
- nshin@estss.com
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