Creative Software Engineer specializing in programming efficiency and application performance who wants to work in the computer game industry. Extensive experience writing performance analysis tools and operating systems. IBM Master Inventor with 30 issued patents and more patents pending. Game development experience writing and testing automated players and random scenario generators. Long time player of many RP and RTS computer games.
Panic Button, LLC, Austin, Texas, 2013
Developed multiplayer support for Disney Infinity on the WiiU platform. Used C++, Visual Studio 2010, Git, Perforce, and DevTrack.
QuestTech Consulting, Cedar Park, Texas, 2010 - 2013
Developed GUI applications for internal use by QuestTech and their clients. Used Java Swing and SlickEdit.
BioWare (a division of Electronic Arts), Austin, Texas, 2010 - 2012
Developed test automaton for Star Wars: The Old Republic, including an automated player capable of replacing human testers for group testing. Used C#, Visual Studio 2008, Code Collaborator, Perforce, and DevTrack.
IBM Corporation, Austin, Texas, 2003 - 2010
Development of cross-platform performance tools for AIX, Linux, Windows, and z/OS. Open Source version of Performance Inspector available at http://perfinsp.sourceforge.net. Used C, Java, SlickEdit, and CVS.
IBM Corporation, Austin, Texas, 1999 - 2002
Developed Virtual Machine and Just-in-Time compiler for IBM Java. Used C, SlickEdit, and CMVC.
IBM Corporation, Austin, Texas and Boca Raton, Florida
Developed Graphics Engine, Graphics Drivers, and Window Manager for OS/2. Designed and developed the OS/2 Thunk Compiler. Reduced the runtime footprint of the window manager by 10% and improved overall system performance by more than 2%. Used C, Intel Assembly Language, and SlickEdit.
Disney Infinity, Jan-Aug 2013
Developed multiplayer suppport for the WiiU platform. Used C++, Visual Studio 2010, Git, Perforce, and DevTrack.
Star Wars: The Old Republic, 2010 - 2012
Developed Automaton, a test automation framework for the game. The primary features I added were the automated combat and the ability to act as a substitute player for group testing. Used C#, Visual Studio 2008, Code Collaborator, Perforce, and DevTrack.
XcomUtil, 1995 - 2005
Designed and developed a utility enhancing the XCOM series of games by MicroProse after reverse engineering the game data files. Received free copies of future XCOM releases from MicroProse developers as thanks for my work. Copies of XcomUtil are available from http://xcomutil.scottjones.com. Used Turbo C++.
Game Development Support for OS/2 Warp
Developed GameSrvr, an OS/2 extension for game development. Tested Doom for OS/2 and presented it at the Computer Game Developers' Conference. Used C and Intel Assembly Language.
Imperial Space Command
Multi-player game of space exploration, colonization, and conquest published by IBM Personally Developed Software in 1986. Designed the basic rules of the game and designed and implemented the full-screen user interface and robot player. The robot player was also used as the primary test tool for the game. Copies of ISC are still available from Abandonware sites. Used Structured Basic Facility.
Baccalaureate Level Curriculum
Master of Science
Bachelor of Science with Honors
Curriculum vitae available at http://details.scotttjones.com.