Software-Design und -Entwicklung in C#/C/C++/Objective C, iPhone, OOD, .NET, Projekt Management
Aktualisiert am 22.07.2014
Profil
Referenzen (2)
Freiberufler / Selbstständiger
Verfügbar ab: 01.08.2014
Verfügbar zu: 100%
davon vor Ort: 90%
Deutsch
Sehr gute Kenntnisse in Wort und Schrift.
Englisch
Sehr gute Kenntnisse in Wort und Schrift.
Russisch
Muttersprache

Einsatzorte

Einsatzorte

Deutschland, Österreich, Schweiz

Deutschland: Raum München bevorzugt.

nicht möglich

Projekte

Projekte

Period   : Februar 2006 until now
Company  : Selfemployed
Industry : Tools for Game developers / Digital Asset Management / iPhone Apps

Independent Freelance Consultant, Software developer, Alienbrain Consultant

Clients included:
* 2010/10, to date: Audi AG
   Automotive Industrie, Entwicklung-Elektronik, FPK, Echtzeit 3-D Grafik
* 2010/01-2010/10: Krauss-Maffei Wegmann GmbH & Co. KG
   Development of Simulation systems, AI
* 2006 to date: Johns & Stremplat Ltd, ABHELP.
  Alienbrain Consulting for notable game development companies.
* 2008-2010: Johns & Stremplat Ltd.

Worked on design and development of iPhone applications and games.

Upcoming game title: "Bombardier's Guild" and others.

* 2006-2010: Johns & Stremplat Ltd, SPIELWERKE.
  Worked on design and development of Middleware for Game Developers,
  in C# and .NET: Building-blocks for a multi-game, multi-platform editor,
  including components that can be immediately leveraged by the games team.
  2 years of remote work, 1.5 years of work on-site. Shaped the overall design and
  architecture of the project. Development was strictly Test-Driven, list of developed
  modules includes: data interface (properties, containers, meta data attributes),
  command execution pipeline, undo/redo, data transformation (multiplexer,
  grouping adapters, etc), entity serializer (xml), licensing system, rigging (connecting modules),
  UI components (property trees, lists, embedded controls, etc.), test cases, unit tests,
  automated system tests, demo editors, staged tutorial projects and documentation,
  also contributed to 3D graphics and visualisations, remote IP interface and communication.
* Affare and Missing Link GmbH. Alienbrain Consulting for notable automotive industry companies.
* Avid Technology Inc. Development: Ported Alienbrain and Integrations to 64bit.
  Consulted on resolution of critical issues. Alienbrain Training.
* NEON Software GmbH. Worked remotely as a freelancer on the development of tools

for the Sony PlayStation 2 title “Legend of Kay” (released end 2004 by JoWood)

and on the upcoming title “Legend of Kay 2”. Responsible for technical solution for the

level radiosity lighting. Designed and developed 3D-Studio MAX plug-in for processing

the game level geometry, applying the radiosity lighting results.

The title “Legend of Kay” was awarded with the 1st place of “Deutscher Entwicklerpreis 2005”.

* Astraia Software GmbH (www.astraia.com) Freelance consultant and developer of various Java

modules for the commercial medical application. Developed generic 2D vector graphics

editor with xml serialization; developed environment for creation and editing of family trees (pedigree)

based on mentioned vector editor; wrote an event recorder / robot, synchronized with application UI,

a component used to design and automate the test patterns of the interactive user interface

elements; developed generic graph and chart controls. Gained expertise in Java, JDK, XML, SVG, Batik.

* Studio Nine, Humancontrol (www.studionine.de) Developed Real-Time image analysis software
  for a non-commercial art project (interactive video-installation). Standalone tool for processing
  digital video input, recognizing and tracking positions and paths of moving objects (persons)
  and transmitting them to the remote computer.


Period   : August 2004 - Februar 2006
Company  : Avid Technology Inc. (www.avid.com, www.alienbrain.com )
Industry : Computer Graphics / Digital Asset Management / Software Configuration Management

Managed the world wide 2nd level customer support for Digital Asset Management /
SCM and Workflow management Client / Server systems (Alienbrain, VFX, etc.)
widely used by major game development and film production companies
(EA, Rockstar, Nintendo, Namco, id, Pixar, LucasFilms, Sony Imageworks etc.)
Cordinated the work of the internationally distributed field support teams.
Connected the field support teams with development teams, QA and management.
Worked closely with the customers, partner companies and Avid development teams,
in international environment (Japan, UK, USA, Canada, China, Korea), on identifying and
resolving more advanced and critical technical issues. Maintained the big picture:
broad overview and in-depth developer-level knowledge of the products, closely
cooperated with development teams, building up a comprehensive knowledge of
software internals, architecture and source code, making sure the developers keep
in touch with the reality at customer sites. Worked closely with the Product Management
on shaping the products in the way best suited for the customer needs, advised on
priorities based on the feedback gathered from the customers, specified scope of the
critical software updates. Pushed for and achieved a massive improvement in the
response time of the 2nd and 1st level support. Introduced new tools into the workflow,
that boosted efficiency and quality of support and were beneficial for QA and development:
ticket system, wiki, virtual machine library, etc. Significantly involved in improvement of
the QA test processes with continuous feedback on quality, submission of new test cases
and feedback on setups and usage patterns at customer sites. Worked on fire fighting,
tool programming, bug-fixing; wrote customizations, plug-ins and data recovery applications
in C++, Jscript, Python. In September 2005 promoted as Manager of the 2L Support of
Avid Workgroup.

Period   : December 2001 - July 2004
Company  : Shuriken Studios, Munich
Industry : Games, Entertainement

Co-founder and Development Director of Shuriken Studios GbR. Gained experience in running a
company, communicating and negotiating with publishers, tax, offices, law, seeing the big picture
while keeping attention to details.

Designed and developed an isometric-perspective tile-based game engine for
  Nintendo GameBoy Advance, full featured game architecture and components, as well as WYSIWYG
  authoring environment, targeted to minimize the design/development/build/test cycle,
  give immediate visual feedback to the game designers and allow to run, test and tune the
  game on the fly without going through cross platform build and export steps.
  Used this technology in development of the high quality Action-RPG Title “DemonSlayer”
  (comparable to Diablo or Baldur’s Gate) for GBA handheld. Completed technology demo
  milestones and delivered to publishers on time. Designed and developed game engine and
  tools components, logic, AI, rendering techniques that allowed the graphics quality and
  performance to go beyond the seeming natural limitations of GBA platform, graphics
  compression algorithms and high-performance decompression routines, developed
  GBA-hardware simulator for running and debugging the GBA applications on PC.
  Learned expertise in GBA, embedded systems and ARM7 RISC processor programming.
  Gathered additional experience in speed and memory optimization techniques, AI,
  graphics programming, overall game architecture and making good tools.

Worked on the second PC game project of Shuriken Studios, based on commercially
  used and open source maintained 3D engine “Nebula Device 2” by Radon Labs.
  Developed 3D-Studio MAX mesh and skinned animation exporter, authoring tools as well as
  additional engine components and features, contributed to the open source community.
  Learned expertise in Nebula device, Vertex & Pixel Shaders (Cg, HLSL), TCL/TK, Python.
  Gained experience with 3D-Studio MAX SDK, MaxScript, DirectX9.

Period   : July 2001 - November 2001
Company  : Attaction GmbH, Munich
Industry : Entertainement
Project  : Worked on adaptation and polishing of the “MonsterEngine” (acquired from

 3-DD Digital Media AG) for the title “Auryn’s Quest”, which was released in December 2001

 by Shoebox Prod., DTP Medien.

 Worked on the concept of the new GameCube project based on NetImmerse middleware.


Period   : April 1999 - July 2001
Company  : 3-DD Digital Media AG (Discreet Monsters)
Industry : Entertainement
Project  : Senior Developer in Technology R & D department, developed high-performance
  3D terrain engine and extensive terrain editor as well as other parts of the “MonsterEngine”
  and tools. Gained expertise in 3D algorithms such as quad trees, mesh optimization,
  boolean operations on landscape meshes, progressive meshes (using quadric error metrics).
  Learned Direct3D, 3D-Studio MAX SDK. Tightly cooperated with production team,
  providing assistance and troubleshooting. In December 2000 promoted to the Core-Team,
  focusing on rapid development and in-time delivery of the prototype of the game
  “The Real Neverending Story” using the “MonsterEngine”.

Period   : August 1995 - April 1999
Company  : Viewpoint Bildverarbeitung GmbH (later GE Medical Systems)
Industry : Medicine
Project  :  Developed software for digital image and video acquisition, processing, archiving,
  as well as 3D-polygonal and voxel visualization for medical research and for use in treatment
  and documentation of patients. In cooperation with University Ulm, leaded the development of
  breast-surgery planning system, based on ultrasound data. Developed interfaces to various
  Ultrasound machines and to Ascension 3D electromagnetic position tracking system.
  Learned expertise in Win32, MFC, STL, OpenGL, SQL, multi-threaded programming for
  multi-processor systems. Gained experience in writing clean code and API modules,
  component modularization and documentation necessary for a large scale project as well
  as developing robust, fail safe and secure systems necessary for medical applications.
  Products PIA-FetalDatabase, PIA-Endoscopy, 3D-Ultrasound, etc. are used to date and
  worldwide for medical research and treatment of patients. ViewPoint was acquired by
  GE Medical Systems.


Period   : September 1993 - July 1995
Company  : Worked independently
Industry : Entertainement
Project  :  Developed 3D game engine for DOS (32bit, flat memory with extender) and OS2 with
  highly optimized software renderer, which supported Gouraud shading, Texture mapping,
  Z-Buffering. Gained expertise in C++, i386 assembler language and optimization techniques.
  Learned expertise in Yacc & Bison for development of script interpreter, dynamic 256 color palette
  management and optimization, low-level graphics hardware programming (Cirrus Logic, Hi-Color),
  3D algorithms such as mesh optimization, hierarchical node animation (used in character animation),
  basic collision detection. Reverse-engineered the 3DS file format and developed 3D-Studio mesh
  and animation exporter to V3D engine. Worked on the customization, bug-fixing and feature
  development of the open source GNU GCC and GPP compilers. Developed experimental
  2.5D ray-casting engine for level representation, as an alternative to polygon graphics.

Aus- und Weiterbildung

Aus- und Weiterbildung

Abitur, Diverse Informatik- und EDV-Schulungen, Autodidakt,
selbstständiges Studium von Informatik und Programmiersprachen.

Erste Programmiererfahrungen ab dem Alter von 12 Jahren,
5 Jahre Hobby- und 15 Jahre professionelle Softwareentwicklung.

1995 - 2002, 2004-2006 festangestellter Softwareentwickler
2002 - 2004, sowie ab 2006 bis Heute selbständiger Softwareentwickler/Unternehmer/Berater

Kompetenzen

Kompetenzen

Produkte / Standards / Erfahrungen / Methoden

Erfahrungen
===========
- Prozesse, Design/Entwicklung, Koordination, Steuerung und Betreuung der Lieferanten
- Objektorientierte Analyse, Design, Programmierung, Software Architektur
- Ausgezeichnete Kenntnisse von C/C++, 15 Jahre Erfahrung, gute STL Kentnisse
- Sehr gute Kenntnisse von C# and .NET Framework (3 Jahre Erfahrung)
- Sehr gute Kenntnisse von Objective C und iPhone SDK (1,5 Jahre Erfahrung)
- Acht Jahre Erfahrung mit Win32 und MFC
- Gute Java / JDK Kenntnisse
- Einsatz von Design-Patterns in C++, C#, Objective C und Java
- Moderne generische programmierung, Templates (Loki, Boost)
- Extreme Programming Techniken, Test Driven Development
- Gute Kentnisse in 80x86 und ARM Assembler, Programmierung auf Maschinenebene
- Gute Kentnisse von DirectX, OpenGL, 3D-Studio MAX SDK, MaxScript, COM, Tcl/Tk, Python, JScript, Yacc, Bison, relationalen Datenbanken/SQL.
- Alienbrain Experte und Berater (Benutzung, Pflege, Anpassungen, Scripting und Entwicklung), Perforce
- Sehr gute Kenntnisse von Softwareentwicklungsprozessen, Zeitschätzung, Planung, Zeitverfolgung
- Vieljährige Berufserfahrung in Teams von 2 bis 100+ Entwicklern
- Lege Wert auf Entwicklung von klaren/pflegbaren Code, APIs/Interfaces, Modularer Aufbau, Dokumentation
- Langjährige professionelle Erfahrung in Computerspielebransche, Medizintechnik und Automotive
- Selbstorganisierend, Selbstmotivierend, mit Blick für die großen Zusammenhänge und Aufmerksamkeit für die Details.
- Sprachkenntnisse: English und Deutsch fließend (in Wort und Schrift), Russisch (Muttersprache)

SDKs
====
- iPhone SDK
- .NET
- Win32, MFC, STL
- Alienbrain SDK
- 3D-Studio MAX 1.0-6.0 SDK, MaxScript
- DirectX/Direct3D
- OpenGL/OpenGLE
- Nebula device
- Nintendo GameBoy Advance DevKit.

Produkte
========
- XCode
- Visual Studio .NET
- Microsoft Visual C++ 4.0 - 7.1 (.NET)
- Perforce
- Alienbrain
- Borland JBuilder 8 - X, IDEA
- Metrowerks CodeWarrior
- 3D-Studio MAX, GMAX
- Alienbrain
- Doxygen
- Debabelizer
- Yacc, Bison
- SourceSafe, CVS
- ActiveState Tcl/Tk Pro
- Adobe Photoshop 5.0 - CS4
und mehr...

Spezialkenntnisse
=================
- 2D/3D Grafik/Echtzeitgrafik
- Alienbrain Experte
- Plug-in Entwicklung für 3D Studio MAX
- Implementierung von Spiele-Regelsystemen, RPG
- Technlologie-Entwicklung für Computerspiele (PC, Spielekonsolen, Handhelds/GBA, Mobiles)
- AI / KI
- Refactoring, Optimierung

Betriebssysteme

MS-DOS
OS/2
schon länger her
Unix
Windows
3.1, 95, NT 3.5-4.0, 2000, XP

Programmiersprachen

Assembler
80x86, ARM
Basic
Atari BASIC, MS-Basic, Visual Basic
C
Microsoft Visual C/C++, GCC, Metrowerks, usw.
C#
Microsoft Visual Studio .NET
C++
Microsoft Visual C/C++/.NET, GCC, Metrowerks, MFC, STL, Boost, Loki
CodeWarrior
dBase
(sehr lange her)
Emacs
Imake, GNU-Make, Make-Maker etc...
Java
JDK 1.4.x, 1.5, Swing, DOM
JavaScript
JDK 1.4.x, 1.5, Swing, DOM
Maschinensprachen
ASM, 80x86, ARM
Objective C
XCode, iPhone
Pascal
Turbo-Pascal
Python
Scriptsprachen
JScript, MaxScript, Autodesk Poco, eigene Scriptsprachen entwickelt
Tcl/Tk
yacc/lex
Bison, Flex
Alienbrain scripting

Datenbanken

Access
ODBC
SQL
Sybase
xBase
dBase IV (sehr lange her)

Datenkommunikation

Ethernet
Internet, Intranet
www, http, html, xml
Proprietäre Protokolle
Ascension 3D, DICOM, HISCOM, Krankenhausinformationssysteme, verschiedene Ultraschallgeräte
RS232
TCP/IP
Windows Netzwerk
Winsock

Hardware

Atari
embedded Systeme
iPhone, ARM Programmierung, Kleingeräte, GameBoy Advance
Emulatoren
Framegrabber
Echtzeitbildanalyse, Verarbeitung, Aufnahme
Macintosh
iPhone
PC
80x86-P4, Hardwarenahe-Programmierung, Treiberentwicklung
Sensoren
Anbindung von Ascension 3D-Positionssensor, Medizinische Ultraschallgeräte
Video Capture Karte
iPhone

Branchen

Branchen

IT / Softwareentwicklung und Forschung
Unterhaltungsindustrie, Entertainment / Infotainment
Computergrafik, Computergraphics, Computergraphik, CG, Bildverarbeitung,
VR, Simulationen, Echtzeitsimulationen,
Medizintechnik / Medizin / medizinische Forschung / Pharma
Medien / Multimedia
Internet
sonstige Industrie
gerne alle anderen Branchen (Dienstleistung, Banken, Finanz, Handel, Börse, Logistik,
Telekommunikation, Mobilfunk, Automobil, Bahn, Versicherungen, Touristik usw.)

Einsatzorte

Einsatzorte

Deutschland, Österreich, Schweiz

Deutschland: Raum München bevorzugt.

nicht möglich

Projekte

Projekte

Period   : Februar 2006 until now
Company  : Selfemployed
Industry : Tools for Game developers / Digital Asset Management / iPhone Apps

Independent Freelance Consultant, Software developer, Alienbrain Consultant

Clients included:
* 2010/10, to date: Audi AG
   Automotive Industrie, Entwicklung-Elektronik, FPK, Echtzeit 3-D Grafik
* 2010/01-2010/10: Krauss-Maffei Wegmann GmbH & Co. KG
   Development of Simulation systems, AI
* 2006 to date: Johns & Stremplat Ltd, ABHELP.
  Alienbrain Consulting for notable game development companies.
* 2008-2010: Johns & Stremplat Ltd.

Worked on design and development of iPhone applications and games.

Upcoming game title: "Bombardier's Guild" and others.

* 2006-2010: Johns & Stremplat Ltd, SPIELWERKE.
  Worked on design and development of Middleware for Game Developers,
  in C# and .NET: Building-blocks for a multi-game, multi-platform editor,
  including components that can be immediately leveraged by the games team.
  2 years of remote work, 1.5 years of work on-site. Shaped the overall design and
  architecture of the project. Development was strictly Test-Driven, list of developed
  modules includes: data interface (properties, containers, meta data attributes),
  command execution pipeline, undo/redo, data transformation (multiplexer,
  grouping adapters, etc), entity serializer (xml), licensing system, rigging (connecting modules),
  UI components (property trees, lists, embedded controls, etc.), test cases, unit tests,
  automated system tests, demo editors, staged tutorial projects and documentation,
  also contributed to 3D graphics and visualisations, remote IP interface and communication.
* Affare and Missing Link GmbH. Alienbrain Consulting for notable automotive industry companies.
* Avid Technology Inc. Development: Ported Alienbrain and Integrations to 64bit.
  Consulted on resolution of critical issues. Alienbrain Training.
* NEON Software GmbH. Worked remotely as a freelancer on the development of tools

for the Sony PlayStation 2 title “Legend of Kay” (released end 2004 by JoWood)

and on the upcoming title “Legend of Kay 2”. Responsible for technical solution for the

level radiosity lighting. Designed and developed 3D-Studio MAX plug-in for processing

the game level geometry, applying the radiosity lighting results.

The title “Legend of Kay” was awarded with the 1st place of “Deutscher Entwicklerpreis 2005”.

* Astraia Software GmbH (www.astraia.com) Freelance consultant and developer of various Java

modules for the commercial medical application. Developed generic 2D vector graphics

editor with xml serialization; developed environment for creation and editing of family trees (pedigree)

based on mentioned vector editor; wrote an event recorder / robot, synchronized with application UI,

a component used to design and automate the test patterns of the interactive user interface

elements; developed generic graph and chart controls. Gained expertise in Java, JDK, XML, SVG, Batik.

* Studio Nine, Humancontrol (www.studionine.de) Developed Real-Time image analysis software
  for a non-commercial art project (interactive video-installation). Standalone tool for processing
  digital video input, recognizing and tracking positions and paths of moving objects (persons)
  and transmitting them to the remote computer.


Period   : August 2004 - Februar 2006
Company  : Avid Technology Inc. (www.avid.com, www.alienbrain.com )
Industry : Computer Graphics / Digital Asset Management / Software Configuration Management

Managed the world wide 2nd level customer support for Digital Asset Management /
SCM and Workflow management Client / Server systems (Alienbrain, VFX, etc.)
widely used by major game development and film production companies
(EA, Rockstar, Nintendo, Namco, id, Pixar, LucasFilms, Sony Imageworks etc.)
Cordinated the work of the internationally distributed field support teams.
Connected the field support teams with development teams, QA and management.
Worked closely with the customers, partner companies and Avid development teams,
in international environment (Japan, UK, USA, Canada, China, Korea), on identifying and
resolving more advanced and critical technical issues. Maintained the big picture:
broad overview and in-depth developer-level knowledge of the products, closely
cooperated with development teams, building up a comprehensive knowledge of
software internals, architecture and source code, making sure the developers keep
in touch with the reality at customer sites. Worked closely with the Product Management
on shaping the products in the way best suited for the customer needs, advised on
priorities based on the feedback gathered from the customers, specified scope of the
critical software updates. Pushed for and achieved a massive improvement in the
response time of the 2nd and 1st level support. Introduced new tools into the workflow,
that boosted efficiency and quality of support and were beneficial for QA and development:
ticket system, wiki, virtual machine library, etc. Significantly involved in improvement of
the QA test processes with continuous feedback on quality, submission of new test cases
and feedback on setups and usage patterns at customer sites. Worked on fire fighting,
tool programming, bug-fixing; wrote customizations, plug-ins and data recovery applications
in C++, Jscript, Python. In September 2005 promoted as Manager of the 2L Support of
Avid Workgroup.

Period   : December 2001 - July 2004
Company  : Shuriken Studios, Munich
Industry : Games, Entertainement

Co-founder and Development Director of Shuriken Studios GbR. Gained experience in running a
company, communicating and negotiating with publishers, tax, offices, law, seeing the big picture
while keeping attention to details.

Designed and developed an isometric-perspective tile-based game engine for
  Nintendo GameBoy Advance, full featured game architecture and components, as well as WYSIWYG
  authoring environment, targeted to minimize the design/development/build/test cycle,
  give immediate visual feedback to the game designers and allow to run, test and tune the
  game on the fly without going through cross platform build and export steps.
  Used this technology in development of the high quality Action-RPG Title “DemonSlayer”
  (comparable to Diablo or Baldur’s Gate) for GBA handheld. Completed technology demo
  milestones and delivered to publishers on time. Designed and developed game engine and
  tools components, logic, AI, rendering techniques that allowed the graphics quality and
  performance to go beyond the seeming natural limitations of GBA platform, graphics
  compression algorithms and high-performance decompression routines, developed
  GBA-hardware simulator for running and debugging the GBA applications on PC.
  Learned expertise in GBA, embedded systems and ARM7 RISC processor programming.
  Gathered additional experience in speed and memory optimization techniques, AI,
  graphics programming, overall game architecture and making good tools.

Worked on the second PC game project of Shuriken Studios, based on commercially
  used and open source maintained 3D engine “Nebula Device 2” by Radon Labs.
  Developed 3D-Studio MAX mesh and skinned animation exporter, authoring tools as well as
  additional engine components and features, contributed to the open source community.
  Learned expertise in Nebula device, Vertex & Pixel Shaders (Cg, HLSL), TCL/TK, Python.
  Gained experience with 3D-Studio MAX SDK, MaxScript, DirectX9.

Period   : July 2001 - November 2001
Company  : Attaction GmbH, Munich
Industry : Entertainement
Project  : Worked on adaptation and polishing of the “MonsterEngine” (acquired from

 3-DD Digital Media AG) for the title “Auryn’s Quest”, which was released in December 2001

 by Shoebox Prod., DTP Medien.

 Worked on the concept of the new GameCube project based on NetImmerse middleware.


Period   : April 1999 - July 2001
Company  : 3-DD Digital Media AG (Discreet Monsters)
Industry : Entertainement
Project  : Senior Developer in Technology R & D department, developed high-performance
  3D terrain engine and extensive terrain editor as well as other parts of the “MonsterEngine”
  and tools. Gained expertise in 3D algorithms such as quad trees, mesh optimization,
  boolean operations on landscape meshes, progressive meshes (using quadric error metrics).
  Learned Direct3D, 3D-Studio MAX SDK. Tightly cooperated with production team,
  providing assistance and troubleshooting. In December 2000 promoted to the Core-Team,
  focusing on rapid development and in-time delivery of the prototype of the game
  “The Real Neverending Story” using the “MonsterEngine”.

Period   : August 1995 - April 1999
Company  : Viewpoint Bildverarbeitung GmbH (later GE Medical Systems)
Industry : Medicine
Project  :  Developed software for digital image and video acquisition, processing, archiving,
  as well as 3D-polygonal and voxel visualization for medical research and for use in treatment
  and documentation of patients. In cooperation with University Ulm, leaded the development of
  breast-surgery planning system, based on ultrasound data. Developed interfaces to various
  Ultrasound machines and to Ascension 3D electromagnetic position tracking system.
  Learned expertise in Win32, MFC, STL, OpenGL, SQL, multi-threaded programming for
  multi-processor systems. Gained experience in writing clean code and API modules,
  component modularization and documentation necessary for a large scale project as well
  as developing robust, fail safe and secure systems necessary for medical applications.
  Products PIA-FetalDatabase, PIA-Endoscopy, 3D-Ultrasound, etc. are used to date and
  worldwide for medical research and treatment of patients. ViewPoint was acquired by
  GE Medical Systems.


Period   : September 1993 - July 1995
Company  : Worked independently
Industry : Entertainement
Project  :  Developed 3D game engine for DOS (32bit, flat memory with extender) and OS2 with
  highly optimized software renderer, which supported Gouraud shading, Texture mapping,
  Z-Buffering. Gained expertise in C++, i386 assembler language and optimization techniques.
  Learned expertise in Yacc & Bison for development of script interpreter, dynamic 256 color palette
  management and optimization, low-level graphics hardware programming (Cirrus Logic, Hi-Color),
  3D algorithms such as mesh optimization, hierarchical node animation (used in character animation),
  basic collision detection. Reverse-engineered the 3DS file format and developed 3D-Studio mesh
  and animation exporter to V3D engine. Worked on the customization, bug-fixing and feature
  development of the open source GNU GCC and GPP compilers. Developed experimental
  2.5D ray-casting engine for level representation, as an alternative to polygon graphics.

Aus- und Weiterbildung

Aus- und Weiterbildung

Abitur, Diverse Informatik- und EDV-Schulungen, Autodidakt,
selbstständiges Studium von Informatik und Programmiersprachen.

Erste Programmiererfahrungen ab dem Alter von 12 Jahren,
5 Jahre Hobby- und 15 Jahre professionelle Softwareentwicklung.

1995 - 2002, 2004-2006 festangestellter Softwareentwickler
2002 - 2004, sowie ab 2006 bis Heute selbständiger Softwareentwickler/Unternehmer/Berater

Kompetenzen

Kompetenzen

Produkte / Standards / Erfahrungen / Methoden

Erfahrungen
===========
- Prozesse, Design/Entwicklung, Koordination, Steuerung und Betreuung der Lieferanten
- Objektorientierte Analyse, Design, Programmierung, Software Architektur
- Ausgezeichnete Kenntnisse von C/C++, 15 Jahre Erfahrung, gute STL Kentnisse
- Sehr gute Kenntnisse von C# and .NET Framework (3 Jahre Erfahrung)
- Sehr gute Kenntnisse von Objective C und iPhone SDK (1,5 Jahre Erfahrung)
- Acht Jahre Erfahrung mit Win32 und MFC
- Gute Java / JDK Kenntnisse
- Einsatz von Design-Patterns in C++, C#, Objective C und Java
- Moderne generische programmierung, Templates (Loki, Boost)
- Extreme Programming Techniken, Test Driven Development
- Gute Kentnisse in 80x86 und ARM Assembler, Programmierung auf Maschinenebene
- Gute Kentnisse von DirectX, OpenGL, 3D-Studio MAX SDK, MaxScript, COM, Tcl/Tk, Python, JScript, Yacc, Bison, relationalen Datenbanken/SQL.
- Alienbrain Experte und Berater (Benutzung, Pflege, Anpassungen, Scripting und Entwicklung), Perforce
- Sehr gute Kenntnisse von Softwareentwicklungsprozessen, Zeitschätzung, Planung, Zeitverfolgung
- Vieljährige Berufserfahrung in Teams von 2 bis 100+ Entwicklern
- Lege Wert auf Entwicklung von klaren/pflegbaren Code, APIs/Interfaces, Modularer Aufbau, Dokumentation
- Langjährige professionelle Erfahrung in Computerspielebransche, Medizintechnik und Automotive
- Selbstorganisierend, Selbstmotivierend, mit Blick für die großen Zusammenhänge und Aufmerksamkeit für die Details.
- Sprachkenntnisse: English und Deutsch fließend (in Wort und Schrift), Russisch (Muttersprache)

SDKs
====
- iPhone SDK
- .NET
- Win32, MFC, STL
- Alienbrain SDK
- 3D-Studio MAX 1.0-6.0 SDK, MaxScript
- DirectX/Direct3D
- OpenGL/OpenGLE
- Nebula device
- Nintendo GameBoy Advance DevKit.

Produkte
========
- XCode
- Visual Studio .NET
- Microsoft Visual C++ 4.0 - 7.1 (.NET)
- Perforce
- Alienbrain
- Borland JBuilder 8 - X, IDEA
- Metrowerks CodeWarrior
- 3D-Studio MAX, GMAX
- Alienbrain
- Doxygen
- Debabelizer
- Yacc, Bison
- SourceSafe, CVS
- ActiveState Tcl/Tk Pro
- Adobe Photoshop 5.0 - CS4
und mehr...

Spezialkenntnisse
=================
- 2D/3D Grafik/Echtzeitgrafik
- Alienbrain Experte
- Plug-in Entwicklung für 3D Studio MAX
- Implementierung von Spiele-Regelsystemen, RPG
- Technlologie-Entwicklung für Computerspiele (PC, Spielekonsolen, Handhelds/GBA, Mobiles)
- AI / KI
- Refactoring, Optimierung

Betriebssysteme

MS-DOS
OS/2
schon länger her
Unix
Windows
3.1, 95, NT 3.5-4.0, 2000, XP

Programmiersprachen

Assembler
80x86, ARM
Basic
Atari BASIC, MS-Basic, Visual Basic
C
Microsoft Visual C/C++, GCC, Metrowerks, usw.
C#
Microsoft Visual Studio .NET
C++
Microsoft Visual C/C++/.NET, GCC, Metrowerks, MFC, STL, Boost, Loki
CodeWarrior
dBase
(sehr lange her)
Emacs
Imake, GNU-Make, Make-Maker etc...
Java
JDK 1.4.x, 1.5, Swing, DOM
JavaScript
JDK 1.4.x, 1.5, Swing, DOM
Maschinensprachen
ASM, 80x86, ARM
Objective C
XCode, iPhone
Pascal
Turbo-Pascal
Python
Scriptsprachen
JScript, MaxScript, Autodesk Poco, eigene Scriptsprachen entwickelt
Tcl/Tk
yacc/lex
Bison, Flex
Alienbrain scripting

Datenbanken

Access
ODBC
SQL
Sybase
xBase
dBase IV (sehr lange her)

Datenkommunikation

Ethernet
Internet, Intranet
www, http, html, xml
Proprietäre Protokolle
Ascension 3D, DICOM, HISCOM, Krankenhausinformationssysteme, verschiedene Ultraschallgeräte
RS232
TCP/IP
Windows Netzwerk
Winsock

Hardware

Atari
embedded Systeme
iPhone, ARM Programmierung, Kleingeräte, GameBoy Advance
Emulatoren
Framegrabber
Echtzeitbildanalyse, Verarbeitung, Aufnahme
Macintosh
iPhone
PC
80x86-P4, Hardwarenahe-Programmierung, Treiberentwicklung
Sensoren
Anbindung von Ascension 3D-Positionssensor, Medizinische Ultraschallgeräte
Video Capture Karte
iPhone

Branchen

Branchen

IT / Softwareentwicklung und Forschung
Unterhaltungsindustrie, Entertainment / Infotainment
Computergrafik, Computergraphics, Computergraphik, CG, Bildverarbeitung,
VR, Simulationen, Echtzeitsimulationen,
Medizintechnik / Medizin / medizinische Forschung / Pharma
Medien / Multimedia
Internet
sonstige Industrie
gerne alle anderen Branchen (Dienstleistung, Banken, Finanz, Handel, Börse, Logistik,
Telekommunikation, Mobilfunk, Automobil, Bahn, Versicherungen, Touristik usw.)

Vertrauen Sie auf GULP

Im Bereich Freelancing
Im Bereich Arbeitnehmerüberlassung / Personalvermittlung

Fragen?

Rufen Sie uns an +49 89 500316-300 oder schreiben Sie uns:

Das GULP Freelancer-Portal

Direktester geht's nicht! Ganz einfach Freelancer finden und direkt Kontakt aufnehmen.