Nigel Morgan

Senior Software Engineer

Resume / CV

OVERVIEW

Worked in the games industry for 8 years, 11 years developing software and over 4 years as a team lead, with 12 published titles.

 

EDUCATION

Bachelor of Science (Major in Computer Science), Waikato University, New Zealand 1992 –1995

“Programming in Microsoft C++”, AuldHouse Computer Services, New Zealand, 1995

"Programming in Syngergex", Starkmann Ltd., England 1998

 

TECHNICAL SKILLS SUMMARY

 

Computer Languages:

 C++
 6.0 Years     
 C 1.8 Years
 C# 4 Months
 Java 9 Months
 Pascal/Modula2 1.8 Years
 Synergex 1.0 Years
 SQL 5 Months
 Lua Script
 2 Months

                                                                                                                   

 Game Engines:

 Lithtech 7 Months 
 Renderware 1.0 Years

 

 Platforms:

 PC 6.5 Years              
 GBA/DS 2.5 Years
 PS2
 1.0 Years
 XBox360 3 Months
 Brew 1.1- 2.0
 10 Months
 MAC 2.0 Years
 Symbian (Nokia NGage)
 1.5 Years
 VAX/Alpha 1.5 Years

                         

                                                                                                

EMPLOYMENT HISTORY

 

Senior Software Engineer (Lead) February 2005 – September 2008

Backbone Entertainment., Canada

 

Lead two mid size programming teams though the full development cycle.

 

Skills: VC++, DS, Wii, PS2, Xbox360, Perforce, Leadership, frame work design & architecture, Tool & Pipeline/Build process development, AI, Task estimation.

Published Titles: Shadow born (Shelved at Beta, NGage), Monster Lab (DS & Wii), Diner Dash (XBLA, PS3)

Duties:

- Pre-production work, including game engine assessments & selection, game requirements, TDD construction (programming/tools/pipeline etc).

- Designed & oversaw construction on an cross platform database, tools & pipeline process.

- Team lead on the largest Nokia cell phone title ever developed, involving tamagotchi style creatures interacting with the NGage (Faking incoming text messages, Alarms & other interesting features!).

- Lead Developer duties, including working with managers & clients, accurate task estimation, assignment & follow up.

- Designed & implemented the resource pipeline & automated build process. Proactively insured smooth development with minimal broken builds.

- Designed & built an automatic testing system for QA.

 

 

Game Developer (Lead) March 2004 – December 2004

RainJester Entertainment Inc., Canada

 

Designed, implemented and tested wireless cell phone games under brew & Java platforms for international markets.

 

Skills: VC/VC++, Java, Brew, Source Safe, Leadership, Game Design, Game Engine Design & Development, Tool Development, AI.

Published Titles: BlueStreak 2210 (Brew), Toque GT (Brew)

Duties:

- Worked on every aspect of the game development life cycle, from concept to quality assurance, including game design.

- Coordinated developers, management meetings, progress reports, staffing issues and other lead developer duties.

- Wrote very efficient, compact and fast code due to the memory constraints & speed of the hardware.

- Developed tools, including compression/archive utilities, level editors & palette managers.

- Engine design & development, including tile maps, image scaling/rotating, palette manipulation & AI techniques (A* path finding algorithm)

 

 

Game Developer February 2000 – December 2003

Magellan Interactive, Canada

 

Responsible for designing and programming educational children’s games, using propriety in-house and 3rd party cross platform game engines.

 

Skills: VC++, Java, Source Safe, PS2, GBA, Mac, Direct X, RAD Games tools (Miles, Smacker & Bink), Lithtech (3D), Renderware (3D), IET Engine Development.

Published Titles: Barney On Location (PC), Disney Trivia (PC/Mac), MatchBox – Cross Town Hero’s (GBA & PS2/PC), DragonBall Z – Collectible Card Game (GBA), Clifford – Cliffords Word Carnival (PC/Mac), Scooby Doo – Case File #2 The Scary Stone Dragon (PC), Swashbucks (Web/Online), Hooked On Phonics (PC), Veggie Island (PC).                                 

Duties:

- Designed, implemented and tested children’s games using both 2D and 3D game engines on a variety of platforms including PC, MAC, PS2 and GBA

- Acted as the Lead Programmer on various projects while communicating and coordinating responsibilities amongst fellow developers, project managers, artists and publishers in order to ensure the timely completion of projects

- Worked in a high-stress environment involving tight deadlines for well-known companies such as Hasbro, Nickelodeon, Nintendo and Walt Disney Interactive

- Prepared and tested solutions to localisation issues, such as multi-byte languages, in order to provide easy and efficient after-release localisation

- Created a traffic control system for a GTA 3 style game (MatchBox – Cross Town Hero’s), including NPC AI, intersections, spawning etc.

 

 

Computer Programmer (Contract) January 1999 - June 1999

British Steel, England

                                                          

Worked on the interface of a Steel Making Management System.

 

Skills: C++, Open VMS, Millennium conversion, X-Designer, Front Page, HTML

Duties:

- Designed, implemented and tested the front-end interface of a Real Time Process Control Steel Making Management System

- Worked as part of a team and organized data compatibility between company divisions

- Dealt with interfacing real time peripheral data devices (temperature probes, flow meters etc.)

- Created on-line HTML pages for design specifications, user manuals and other documentation

 

 

Computer Programmer (Contract) June 1997 - June 1998

Starkmann Ltd, England

 

Worked for a book distribution firm, upgrading and converting the order processing and accounts systems to be 2000 compliant.

 

Skills: Synergex, VAX/VMS, Millennium Conversion

Duties:                                               

- Hired initially for a three month contract to upgrade and remove bugs from the system, while training a permanent junior programmer

- Extended contract to convert the two systems to be 2000 compliant including: writing conversion programs for the vast databases, software compliance, rewriting several libraries, parallel testing the completed systems and final change over issues

- Consulted in management discussions, such as the increased data sharing between the order processing and accounts systems

- Provided software and technical support to trainees and end-users



Computer Programmer May 1995 - March 1997

Forest Research Institute, New Zealand

 

Skills: C++, C, Pascal with objects, SQL, Data loggers

Duties:                                               

- Designed and developed software applications for internal use and the commercial market

- Provided after-sales software support to clients and internal IT support to colleagues

- Upgraded and maintained the existing software

- Involved with other developers to help in the construction of inter-departmental software, STANDPAK

- Spokesman for divisional issues at Information Technology meetings

 

HOBBIES

Tramping/Trekking, Travel, Photography, Kayaking & of course computer games.

 

REFERENCES

References & Code samples available on request.