mike lester resume 2013
DESCRIPTION
My Resume. I'm seeking a Graphics or Engine programming position at a Game Studio.TRANSCRIPT
Michael LesterGraphics Engineer / Engine Programmer
Redmond, WA(317) 605-7023
Areas of InterestReal-Time Computer Graphics
Engine DevelopmentLow-Level Optimization
Non-Photorealistic RenderingImage-Space Post-ProcessingReal-time Global Illumination
Tools360/PS3 Dev Kits, PIX, GPAD,
Intel’s GPA, VS 2012
Linux7 years as primary environmentPrimary development platform
LanguagesC, C++, HLSL/GLSL, DirectX,
OpenGL, LaTeX, GTK+, etc.
Relevant Courses
Independent Study in:Stylized Rendering
Human Computer InteractionMotion Capture Systems
Senior Thesis in:Stylized Fur Rendering
Other Courses:Optical SystemsLinear Algebra
Image ProcessingAdvanced Computer Graphics
Education
Bachelor of Computer Science with a minor in Imaging SystemsGraduated Magna Cum Laude in May, 2012Rose-Hulman Institute of Technology - Terre Haute, IN
Experience
Microsoft - Xbox Platform Group . . . . . . . . . . . . . . . . . . . . Aug. 2012 - Current
- Develop PIX, a graphics profiling and debugging tool for Xbox
- Implement graphics scenarios (DirectX) to stress and validate PIX
- Ensure GPU-related functionality of PIX is stable and shippable each release
- Communicate with 1st party developers to quickly discover PIX-related bugs
Electronic Arts Tiburon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . May. 2012 - Aug. 2012
- Improved core graphics code to be shipped in Madden and NCAA 2014
- Shaved 1 ms from PS3 render time by adapting towel/hair computation toSPUs. Achieved equivalent speedup on 360 by jobifying these computations.
- Alleviated z-fighting in stadiums by converting to an inverted z-buffer
- Improved thin geometry anti-aliasing (goalposts) by clamping size to 1 pixel
Confetti Special Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Jun. 2011 - Aug. 2011
- Mentored by Wolfgang Engel, editor of the ShaderX/GPU Pro series
- Shipped a complex graphics demo for Intels Sandy Bridge platform
- Reviewed articles for publication in GPU Pro 3
- R&D’d several graphics techniques and implemented them in a large engine
- Analyzed detailed graphics performance statistics using Intels GPA
- Developed shaders for XBOX 360, Android devices, and DX9 and 11
R&D Projects
- Senior Thesis in Stylized Fur and Grass Rendering Aug. 2011 - May. 2012
- Human Computer Interaction Design Competition . . . . . Aug. - Nov. 2011
- Modern Anti-Aliasing Techniques . . . . . . . . . . . . . . . . . . . . . . . . Jul. - Jul. 2011
- Screen-Space Ambient Occlusion . . . . . . . . . . . . . . . . . . . . . . . . Jun. - Jun. 2011
- Independent Study in Stylized Rendering . . . . . . . . . . . . . . Mar. - May. 2011
Publications
- Postmortem Stylization of Open-Source Games (Poster) . . . . . . . . . I3D 2012
Awards and Achievements
- Computer Science Senior Thesis of the Year
- Multiple scholarships to attend SIGGRAPH 2010-2012
- Student Volunteer for SIGGRAPH 2011-2012
- President of Upsilon Pi Epsilon CS Honors Fraternity Chapter
- President of RHIT Climbing Club
References available upon request