Résumé

SKILLS

  • Programming Languages: C++, C#, Java
  • Data: XML, HTML, JSON, XAML
  • Platforms and Frameworks: Android, .NET (WinForms, WPF), Win32
  • Graphics: OpenGL, GLSL, OpenSceneGraph
  • Source Control: SVN, Git
  • Development Environments: Visual Studio, Android Studio
  • Mathematics: Calculus, Linear Algebra, Differential Equations
  • Familiarity with: C, MATLAB, Python, Perl, DirectX, MySQL, JavaScript, JQuery, CSS

EXPERIENCE

Senior Software Engineer at Vivint
(January 2015-Present)

  • Helped build an Android app that allows the user to control their smart home remotely.
  • Designed an implemented a solution for accurate geo location tracking with minimal impact on battery life.
  • Implemented several complex UX designs, which made heavy use of custom view drawing and animation.

Software Engineer (Graphics, Tools) at Kongsberg GlobalSim
(October 2009-January 2015)

  • Improved and modernized the visuals for GlobalSim’s training simulation products. Moved the rendering technology from a fixed-function pipeline framework to a shader-based framework. Implemented several shader-based visual effects.
  • Spearheaded the design of a new data-driven architecture for the visual rendering software.
  • Wrote the Scenario Editor software, a GUI application written in C# that the end-user can use to create custom training scenarios by dragging and dropping objects (e.g. vehicles, obstacles, traffic waypoints, etc.), into a 3D view of the training environment.
  • Wrote several GUI and command-line applications that are used internally. For instance, a model optimization tool that processes models and prepares them for efficient rendering without loss in quality, as well as a tool used to align visual channels.

Web Developer at Lifetime Customer
(March 2009-August 2009)

  • Helped create a sales platform. Worked on back-end code using Perl and MySQL, as well as front-end code using HTML, JavaScript, JQuery, CSS, and an in-house proprietary templating language.

Game Programmer at Sensory Sweep Studios
(February 2006-December 2008)

  • Helped create a data-driven level editor that was used company-wide to design levels and create scripted events for several shipped games on multiple platforms.
  • Developed player code and boss AI for an unreleased 2.5D platforming/shooting game for the Xbox 360.
  • Shipped games include Alvin and the Chipmunks for the Wii and The Tale of Despereaux for the Wii, PC, and PS2. Contributed to many unshipped titles as well.

EDUCATION

Utah Valley University, Orem, UT (Spring 2016)
Bachelor of Science, Physics
Dean’s List, NSF Scholar, 3.97 GPA, Summa Cum Laude

Undergraduate Research:

Computational Physics – Condensed Matter
(April 2013-Present)
Wrote software that generates probability distribution functions for the defect-induced electric field gradients inside of crystalline and amorphous solids. Wrote software that integrates over these probability distributions in order to calculate various physical properties, such as the G2 spectrum used in Perturbed Angular Correlation. Implemented numerical routines that perform curve-fitting for the parameterization of these probability distributions.

Conference Presentations:

Influences of small clusters of defects near probe nuclei in cubic structures in perturbed angular correlation models.
APS 4 Corners Section Meeting 2013, University of Denver, Denver, CO

Unavoidable asymmetries in distributions of electric field gradients.
APS 4 Corners Section Meeting 2014, Utah Valley University, Orem, UT