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KEN DEMAREST |
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Address
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Contact
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603 W 13th St Suite 1A-276 Austin, Texas 78701 |
TECHNICAL RESUMÉ |
Phone: 512 657-9157 Fax: 800 884-9652 Email: ken@demarest.com |
Summary: Twenty-one
years of new-technology vision, management and programming experience. (this is the technical, not the business resume) 9/00 – 8/01 Manager, Accenture Inc · Technology strategy and design work for eCRM, online collaborative software, clustered processor mini-supercomputer, multi-terrabyte clustered database applications. 4/98 – 9/00 Owner, Terrabyte Consulting · Wrote C++/Corba /PHP/mySQL based web site tester with dedicated back-end server. · Wrote up-time monitor residing in Windows tool tray. · eCommerce demo at http://reliablesite.com/snakeoil incorporates most major web technologies: ActiveX, JavaScript, Authenticode, SSL, TCP/IP native transport, etc. · Wrote ad-sifting HTTP proxy with SSL tunneling. · Wrote self-extracting executable maker with LZ compression for web delivery. · Wrote FTP uploader that redirects web pages to a dynamic-ip page. · Picture thumbnail maker for personal pages. · Improved version of Microsoft’s OCX registering software regsvr32. 10/98 – 4/00 Owner, Terrabyte Consulting · This consulting was primarily large-scale management. · Advised Canadian ISP on structure, ASP opportunities. Assisted negotiation. · Wrote Risk Management SQL database, improving dept. efficiency 30% · In spare time, wrote HTTP v1.1 web server · Created distributed ecommerce marketing platform to integrate sales directly with applications. 5/98 – 10/98 New Technology Producer, Eclipse Entertainment, Inc. Parts of this work are still under NDA · Microsoft internet libraries including wininet and urlmon. · Windows COM and ActiveX protocols, plus integration with MSIE4.0 · Internet streaming techniques for moving most-relevant data to client machines in order. · Managed three technology demos, plus streaming design and the development of compression for 2D, 3D and audio data. 8/95 – 4/98 President, Titanic Entertainment, Inc. For the project “Torment,” a 3D hardware accelerated action title, · Coordinated the design of all technical and artistic aspects of the game. · Ran the team to create a demo with varying LoD, morphing, dynamically lit terrain and 3D animated flying and running characters. For the project “NetStorm,” a latency tolerant Internet game (available upon request) · Ran the project from inception to completion, coordinating programmers, artists, in-house and online quality assurance, localization into three languages, 3rd party sound and music contractors, and the creation of six servers world-wide. The project used C++, 80586 assembly and Perl on both Win95 (clients) and Linux (servers). · Prepared all documentation, design specifications and schedules for the project. · Co-designed kernel-based latency-tolerant rapid transaction and prediction process system. · Wrote fair-play artificial intelligence for the units. · Implemented HTML interpreter which included the ability to define in-script variables and manipulate them to act on simple conditionals. · Wrote sound layer above Microsoft Direct Sound. · Implemented particle systems for fire, smoke, explosions, reverse-disintegration and clouds. · Devised specialized 16:1 compression systems to minimize data transfer over modems. · Wrote least-distance path finding across unstable graphs. · Implemented CD checksum and virus detection program for consumers to validate disks. 4/95 – 7/95 New Technology Co-Director, Origin Inc. an Electronic Arts Company Co-directed with Zack Simpson (my future partner in Titanic Entertainment) to manage the growing technology needs of game developer Origin Systems, a 300 person company. All code was C++. · Organized the seven member “Online Scouts” to document competition on the Internet. · Created proof of concept for Ultima Online by hacking Ultima VI code. · Managed tool creation for new technology products. · Created tools including pkzip-like compresser, IFF file manager, virtual file system · Wrote text-based, networked bug tracking system. · Created Voxel-based terrain system. (hobby) · Created simulation of macrophage (cell) combat and breeding (hobby). 2/93 – 3/95 Director of BioForge, Origin Inc. Conceived and created the product “BioForge” managing a core team of ten from inception to ship. Localized into four languages. The project used a DOS 386 extender and was C++ and 80x86 assembly. · Wrote exchangeable-skeleton and single-skin animation system with real-time linear interpolation between poses using fully texture-mapped figures. · Designed 3d animation and world management scripting system plus compiler. · Created pose editor called “Salsa” including real-time display of fully rendered character as data was gathered from the “Flock of Birds” on-body electro-magnetic detection system. · Created system to parse 2D scenes from 3D renders and position, sort and detect collision of 3D characters within the scene. · Implemented compression that saved company $50,000 in shipped media costs. · Maintained various code libraries for rendering, file management, music, art formats, etc. · Wrote tool to augment scandisk and detect internal circular FAT references in files. · Wrote Terminate and Stay Resident (TSR) program to take VGA screen snapshots. · Invented text-based window management and display system, fairly similar to HTML. · Modeled natural selection code for single-celled organisms. (hobby) · Wrote flowing-water simulation (hobby) · Created high-speed rendering engine for texture-mapped tubular structures. (hobby) 6/92 – 2/93 No Title, Origin Inc. Produced the Ultima VII add-on “Forge of Virtue” with a team of three. Wrote foundation code for future 3D efforts with a small team. · Discovered B-Step 80386 processor bug manifestation in Ultima VII. Created b-step detection tool to ship with future products. · Wrote many core libraries to overcome the shortcomings of DOS for supporting games. Libraries were used on four other Origin products. · Created patch program to modify the distributed executable of Ultima VII and “add in” a new island and entirely new characters, puzzles and dialog. 12/90 – 5/92 Lead Programmer Ultima VII, Origin Inc. Managed coding of U7’s then-revolutionary game engine and integration with world builders and art team. Introduced C++ to Origin. The U7 engine was later re-used to create the sequel “Serpent Isle.” · Created and maintained core libraries for palettes, virtual file management and more. Set coding goals and schedules. · Wrote caching systems for extremely large world and art databases. · Implemented translucency code for cloud shadows, stained glass windows and more. · Set standards for game engine creation. Educated team about C++ benefits and usage. 6/90 – 11/90 Programmer Wing Commander I, Origin Inc. Wrote Ship Intelligence, ship controls, asteroid fields and more for the original Wing Commander. · Wrote goal and maneuver based artificial intelligence for missions, capitol ships, enemy fighters and wing men. · Created asteroid fields and collision and dodging routines. · Implemented user interface and HUD routines and display mechanisms. · Completed save/load and in-base graphics. · Created navigation system with dynamic label placement. 4/88 – 5/90 President, Demarest Consulting Ran a one-man contract consulting firm with clients such as Johnson and Johnson Inc, Party City Franchises and Ohaus Scale Corp. Sold the business in 1990. · Created complete custom inventory database and reporting system for Party City Franchises. · Invented integrated weighing system for Johnson and Johnson sausage weighing process. · Worked on team creating integrated weighing applications for Shedd’s Spread margarine. 9/84 – 5/89 Degree in English and Sociology from University of Vermont. Spent a lot of time coding. Took a semester off to found Demarest Consulting. · Created overhead, 2D space battle and exploration game in my free time. · Wrote rogue-like ascii-based dungeon delving game with randomly generated levels, monsters and treasure. 5/84 – 5/89 Early job experiences · Worked for a summer at AT&T using their RAMAS databasing and reporting software · Worked through highschool writing applications and entering all class scheduling on a Wang 2000 minicomputer.
12/79 – 8/84 Hacker, Demarest Home · Started writing code the moment I got my TRS-80 with 4K and a cassette tape drive. Hobbies: Rock climbing, SCUBA diving, cycling |