- full stack programmer. My focus is always on the quality and robustness of the final design, regardless of which specific technologies/components are used. I learn them all.
- a deep knowledge of the details. I share Robert Morris' passion for understanding precisely what is going on at every level. My insight into the low-level details of next-gen CPUs came from reading the Intel architecture manuals several times over.
- an ability to achieve high-quality results within a very short period of time, regardless of the project or goal. If you show me a problem, I'll show you a solution by the end of the day, probably with a rough prototype. By a week, I'll have discovered which solution/direction is the best long-term strategy, and will have a working production version 1.
- I have good judgement. This turns out to be rare.
Specific technologies:
- a master of C/C++. I've been coding since age 12, and I'm now 23, so that's easily 30,000+ hours I've spent practicing. I've been writing C/C++ professionally daily since my first gamedev job in 2007. Python is my language of choice; Lua a close second, primarily when performance is of concern (such as in gamedev). But a language is merely a means to an end, and I work with all of them.
- several years of hobby experience writing Rails websites/Javascript. I write Lisp interpreters for fun. I want to write an Arc compiler someday.
- extensive sysadmin knowledge, both Unix and Windows. FreeBSD is my preferred OS for server-side deployment.
- master of realtime 3D graphics; both OpenGL and D3D. Given time and freedom, I can build you a renderer of the finest quality (equal or higher than Rage).
- artistic talent and taste. Several years of 3D Studio Max and Maya modeling and animation experience. I build next-gen character art (high-poly sculpt in ZBrush, then decimate / build low-poly shell in 3D Coat; project detail; touch up textures via Photoshop -> rig in 3DSMax -> animate -> import into game).
Projects:
- in highschool, wrote a game engine roughly equivalent to Quake.
- several game engines / game ideas.
- a full game editor, using C#/.NET WinForms.
- next-gen realtime graphics experiments, including realtime skin rendering (the same technique was recently shown by Epic in their "Good Samaritan" demo).
- several Rails websites. Made a system for schools to administer tests, with the intent of surpassing Blackboard. (JavaScript-based; this was back before "Ajax" was a fancy buzzword.) Tried to apply to YC with it. pg gave valuable advice (selling to schools is like selling to government; quality doesn't always win). Was invited to Hacker School though, which was fun (seeing Anybots' Dexter robot in person walk around on two legs was just awesome).
Experience:
- Simutronics, HeroEngine. Graphics programmer (3 years)
- S2 Games, Heroes of Newerth. Engine programmer (1 year)
My thirst for knowledge is unquenchable in five lifetimes, and I strive for beauty and elegance in everything I pursue.
If anyone feels these claims seem too bold to be true, I'd love the opportunity to work with you to prove myself while serving your interests.