I am a senior software developer and I have 25+ years experience in complex architectures of AAA game titles. factory automation, and mobile apps, for notable companies such as Intel, EA and Activision. I have worked on all aspect of these architectures successfully. EDUCATION The University of New Mexico Bachelor of Science, Computer Engineering Sep 1984-May 1990 Sigma Phi Epsilon SKILLS • 5 years of Principle Engineer experience • 20+ years C++ development. 23+ years video game experience. Sega Saturn, PS 1,2,3, Xbox, PC and Mac. • Unity C#. HLSL and Compute Shaders 7 years. • 6+ years VR - C#/C++. URP Shaders and Shader Graph +3 years • Unreal Engine Blueprint, Behavior Trees, UE4 C++(A superset of C++). • AWS for data storage • 6 years Objective-C, iOS, and Xcode • AI, graphics, audio, video streaming, optimization 8+ years • HLSL used for actual gameplay. Perfect for animated low-cost autonomous sprites. • Compiler construction. For the C language and several proprietary languages. I used ANTLR • Large and small team management • 6+ years mobile development. iOS, Android • 7 years with EA and Activision. EXPERIENCE SENIOR SOFTWARE ENGINEER - UNIVERSITY OF SOUTHERN CALIFORNIA (USC) MAY 2023-PRESENT I lead in the architecture and implementation of a realistic near-shore water simulation in VR. Unity C#. HLSL. Proprietary. Medium team-size and much 3rd-Party interaction. The VR cameras are 1st and 3rd person views. • Unity • C#/HLSL/Python • VR PRINCIPLE GENERALIST ENGINEER, TLM PARTNERS, INC. Feb 2022-Feb 2023 My responsibilities were to architect, lead, and maintain a solid cross-platform technology suite to create content for VR gaming employing all device features such as camera, haptics, and microphone. I work on several projects simultaneously with different teams/styles. Most recently I helped port Activision’s “Call of Duty” to Steam. LEAD UNITY MOBILE IOS/ANDROID ENGINEER Realtime Associates, Inc. Feb 2021-Oct 2021 LEAD ENGINEER Specular Theory. Inc. Feb 2020-May 2020 Senior Software Engineer Direct TV May 2016-Mar 2017 Electronic Arts – LA: Software Engineer III - 2002-2004.5 Activision Publishing: Senior Software Engineer - 2004-2008 Activision Inc.: AI Programmer - 1997 - 2000 Out of space here but there is much more. I will be happy to discuss.

clancy10669876

I am a senior software developer and I have 25+ years experience in complex architectures of AAA game titles. factory automation, and mobile apps, for notable companies such as Intel, EA and Activision. I have worked on all aspect of these architectures successfully. EDUCATION The University of New Mexico Bachelor of Science, Computer Engineering Sep 1984-May 1990 Sigma Phi Epsilon SKILLS • 5 years of Principle Engineer experience • 20+ years C++ development. 23+ years video game experience. Sega Saturn, PS 1,2,3, Xbox, PC and Mac. • Unity C#. HLSL and Compute Shaders 7 years. • 6+ years VR - C#/C++. URP Shaders and Shader Graph +3 years • Unreal Engine Blueprint, Behavior Trees, UE4 C++(A superset of C++). • AWS for data storage • 6 years Objective-C, iOS, and Xcode • AI, graphics, audio, video streaming, optimization 8+ years • HLSL used for actual gameplay. Perfect for animated low-cost autonomous sprites. • Compiler construction. For the C language and several proprietary languages. I used ANTLR • Large and small team management • 6+ years mobile development. iOS, Android • 7 years with EA and Activision. EXPERIENCE SENIOR SOFTWARE ENGINEER - UNIVERSITY OF SOUTHERN CALIFORNIA (USC) MAY 2023-PRESENT I lead in the architecture and implementation of a realistic near-shore water simulation in VR. Unity C#. HLSL. Proprietary. Medium team-size and much 3rd-Party interaction. The VR cameras are 1st and 3rd person views. • Unity • C#/HLSL/Python • VR PRINCIPLE GENERALIST ENGINEER, TLM PARTNERS, INC. Feb 2022-Feb 2023 My responsibilities were to architect, lead, and maintain a solid cross-platform technology suite to create content for VR gaming employing all device features such as camera, haptics, and microphone. I work on several projects simultaneously with different teams/styles. Most recently I helped port Activision’s “Call of Duty” to Steam. LEAD UNITY MOBILE IOS/ANDROID ENGINEER Realtime Associates, Inc. Feb 2021-Oct 2021 LEAD ENGINEER Specular Theory. Inc. Feb 2020-May 2020 Senior Software Engineer Direct TV May 2016-Mar 2017 Electronic Arts – LA: Software Engineer III - 2002-2004.5 Activision Publishing: Senior Software Engineer - 2004-2008 Activision Inc.: AI Programmer - 1997 - 2000 Out of space here but there is much more. I will be happy to discuss.

Available to hire
credit-card $700 per day ($87.5 per hour)

I am a senior software developer and I have 25+ years experience in complex architectures of AAA game titles. factory automation, and mobile apps, for notable companies such as Intel, EA and Activision. I have worked on all aspect of these architectures successfully.

EDUCATION
The University of New Mexico
Bachelor of Science, Computer Engineering
Sep 1984-May 1990 Sigma Phi Epsilon

SKILLS
• 5 years of Principle Engineer experience
• 20+ years C++ development. 23+ years video game experience. Sega Saturn, PS 1,2,3, Xbox, PC and Mac.
• Unity C#. HLSL and Compute Shaders 7 years.
• 6+ years VR - C#/C++. URP Shaders and Shader Graph +3 years
• Unreal Engine Blueprint, Behavior Trees, UE4 C++(A superset of C++).
• AWS for data storage
• 6 years Objective-C, iOS, and Xcode
• AI, graphics, audio, video streaming, optimization 8+ years
• HLSL used for actual gameplay. Perfect for animated low-cost autonomous sprites.
• Compiler construction. For the C language and several proprietary languages. I used ANTLR
• Large and small team management
• 6+ years mobile development. iOS, Android
• 7 years with EA and Activision.

EXPERIENCE

SENIOR SOFTWARE ENGINEER - UNIVERSITY OF SOUTHERN CALIFORNIA (USC)
MAY 2023-PRESENT
I lead in the architecture and implementation of a realistic near-shore water simulation in VR. Unity C#. HLSL. Proprietary. Medium team-size and much 3rd-Party interaction. The VR cameras are 1st and 3rd person views.
• Unity
• C#/HLSL/Python
• VR

PRINCIPLE GENERALIST ENGINEER, TLM PARTNERS, INC.
Feb 2022-Feb 2023
My responsibilities were to architect, lead, and maintain a solid cross-platform technology suite to create content for VR gaming employing all device features such as camera, haptics, and microphone. I work on several projects simultaneously with different teams/styles. Most recently I helped port Activision’s “Call of Duty” to Steam.

LEAD UNITY MOBILE IOS/ANDROID ENGINEER Realtime Associates, Inc.
Feb 2021-Oct 2021

LEAD ENGINEER Specular Theory. Inc.
Feb 2020-May 2020

Senior Software Engineer Direct TV May 2016-Mar 2017

Electronic Arts – LA: Software Engineer III - 2002-2004.5

Activision Publishing: Senior Software Engineer - 2004-2008
Activision Inc.: AI Programmer - 1997 - 2000

Out of space here but there is much more. I will be happy to discuss.

See more

Skills

Ga
Game Design
2D
2D Animation
3D
3D Animation
3D
3D Model
3D
3D Design
See more

Experience Level

Game Design
Expert
2D Animation
Expert
3D Animation
Expert
3D Model
Expert
3D Design
Expert
Card Deck
Expert
UI
Expert
Motion Graphic
Intermediate

Language

Education

Bachelor of Science at University of New Mexico
March 1, 1990
Computer Engineering

Industry Experience

Computers & Electronics, Gaming, Software & Internet, Media & Entertainment, Education, Other
    uniE613 Titles I have worked on
    Programming/Engineering: Kung Fu Panda (2008, Wii) Software Engineers Kung Fu Panda (2008, Xbox 360) Software Engineers Kung Fu Panda (2008, Windows) Software Engineers Kung Fu Panda (2008, PlayStation 2) Software Engineers Spider-Man 3 (2007, Xbox 360) Programming Spider-Man 3 (2007, Windows) Programming Spider-Man 3 (2007, PlayStation 3) Programming Ultimate Spider-Man (Limited Edition) (2005, PlayStation 2) AI & Gameplay Programmers Ultimate Spider-Man (2005, GameCube) AI & Gameplay Programmers Ultimate Spider-Man (2005, PlayStation 2) AI & Gameplay Programming Medal of Honor: Pacific Assault (2004, Windows) Engineering Team Spyro: Enter the Dragonfly (2002, PlayStation 2) Game Engine Programming Call to Power II (2000, Windows) Additional Programming Heavy Gear II (2000, Linux) AI Programmer Heavy Gear II (2000, Linux) Darkside Engine Heavy Gear II (1999, Windows) AI Programmer Heavy Gear II (1999, Windows) Darkside Engine Interstate '82 (1999, Windows) "Darkside Engine" Iron Man / X-O Manowar in Heavy Metal (1996, PlayStation) Lead Programming (as Clancy Imislund) Iron Man / X-O Manowar in Heavy Metal (1996, SEGA Saturn) Lead Programming (as Clancy Imislund) Candy Land Adventure (1996, Windows 3.x) Engine Thanks Magic: The Gathering - Battlemage (1997, Windows) Special Thanks Other Call of Duty: Modern Warfare (2019, Windows) TLM (as Clancy Imislund)