2010 South Norman Street

Seattle, WA 98144

206.963.8291

paul@staticengine.com

Paul J. Furio

Objective

 

Apply over fifteen years of software development and leadership experience to a career position which will allow me to substantially contribute to an organization’s success.

Experience

August 2011 – Present                   Amazon.com               Seattle, WA

Manager, Software Development

§  Hired and managed two internal teams (eight direct reports) to develop software components for an upcoming product for the Amazon Kindle/Digital Products group.

§  Closely managed relationship and drove results with a remote team, including scheduling, deliverables, assisting with staffing, certifying release criteria, and build system integration.

§  Interfaced directly with upper management, up to and including the C-Level, for demos, progress reports, and recommendations on key strategic initiatives for Amazon.com at large.

§  Drove and delivered Entertainment Strategy across multiple divisions, fostered and negotiated key partnerships with external companies, and ensured on-time, on-budget deliverables for strategic success of key products.

§  Responsible for setting technical direction and driving cutting-edge utilization of unique hardware features, across multiple teams in multiple locations, to allow Amazon to enter key Entertainment-related markets in an impactful and disruptive fashion.

§  Collaborated with UI/UX, Design, Product Management, Project Management, Software and Hardware Development, Legal, and Biz Dev to drive success of multiple business relationships and feature areas.

§  Submitted patent (pending) with US Patent Office via Amazon Legal Department.

 

September 2010 – August 2011     Novel Incorporated   Redmond, WA

Technical Director

§  Responsible for overall technical direction and commercial software development for 20 person company delivering entertainment and business applications.

§  Managing a team of five software developers and testers, including hiring, career and performance feedback, mentoring, and driving technical standards across the company.

§  Planning, architecting, and performing technical risk analysis on new Business-to-Business application targeted for broad corporate distribution.

§  Reviewed progress and drove development of online entertainment title “Empire and State” to ensure on-schedule delivery of quality product, including test planning, integration, server deployment, and ongoing enhancements and monetization.

§  Interfacing directly with Board of Directors and Investment Team, to provide ongoing status reports, set expectations of company-wide technology deliverables, and chart future software vision.

 

July 20010 – September 2010    Microsoft (Ramp Group)      Seattle, WA

Software Development Engineer 2

§  Integrated real-time wireless technology components with Xbox 360 for proof of concept demonstration of consumer application.

§  Delivered contracted functionality ahead of schedule and under budget.

 

December 2009 – July 2010           Playdom                      Redmond, WA

Lead Software Engineer

§  Managed a team of five software developers, including interviewing, hiring, quarterly reviews, career and performance feedback, mentoring, and driving technical requirements, standards, and directions.

§  As the third employee at a new Seattle-area studio, assisted in setting up development environments, network, source control solutions, build solutions, IDEs and WAMP/LAMP for end-to-end systems integration.

§  Architected and developed reusable Flash/AS3 Game Engine Framework, streaming asset loader, localization system, audio system integration, UI component standards, and worked with Design and Art leads to develop documentation and Technical Art Asset standards.

§  Communicated directly with company founders and C-Level executives to present product progress, garner feedback, and make ROI decisions for the Seattle studio.

§  Served as Acting Studio Manager for several weeks during leadership team transitional period, with responsibility for fifteen employees.

§  Contributed high monetization features and bug fixes to Social City, the highest revenue earning online title at Playdom.

April 2005 – December 2009         Microsoft                   Redmond, WA

Software Development  Engineer 2

§  Xbox Live Primetime

§ Launched “1 vs. 100” on Xbox 360/Xbox Live, the first scheduled, massively multiplayer, concurrent game show on any game network.

§ Performed next generation Live Host streaming investigations, codec integration, testing, and contributed to CDN and Codec Provider contract negotiations.

§ Investigated, developed, and maintained client codebase, CDN adjustments, and in-studio tool set for low latency streaming audio Live Host feature, allowing simultaneous game synchronized playback of a live in-studio announcer to over 110k players in real-time.

§ Added C++ and Lua-compatible functionality to in-house game engine to support voice chat, avatar animation, and user interface features for game scripters on Xbox 360 title.

§ Extended existing in-house C# based tool set to provide database-driven automatic delivery of episodic content packages for upcoming Xbox Live Primetime title.

§  Microsoft Casual Games

§ Delivered Code Complete on schedule as sole developer on four month project to recreate Mobile Platform single-player game “Flowerz” from scratch for both Web and Messenger platforms from only spec and example mobile game.  Game launched to maintain position week-over-week within top three highest population free online web games on games.msn.com.

§ Performed Project Manager tasks to bring languishing title back on schedule, including writing complete functional and technical specifications, managing tasks, and communicating with and coordinating team members.

§ Co-Developed Hop-It, a profitable, original IP, and single-player browser-based game for MSN Games Website.

§ Lead Developer on server and client components of Bicycle Texas Hold’Em, a consistently top-population ranked browser based casual game on the MSN Games website.

§ Performed development investigation into real time audio processing, beat/tempo detection, and audio file playback and streaming for music based casual game, including FFT analysis, and support for WMA, MP3, WAV, and OGG playback.

§ Prototyped multiple original game designs and assisted with Windows Vista In-Box Game development and integration.

 

February 2004 – March 2005        Microsoft (Volt)        Redmond, WA

Software Design  Engineer

§  Designed and Implemented Replay and Ghost system for Forza Motorsport racing game on the XBox.  System included real-time simultaneous recording and playback of user input data streams; Real-time data compression; File save, load, and transfer capabilities; Localized data integration; Real-time disk streaming; Integration with physics system, online system, and menu system; Game flow code.

§  Created Menu and User Interface screens based on spec from Design Team.  Maintained and adjusted menu system game logic as necessary for moving design targets.

§  Created and maintained new Menu Items and Controls as needed by Design Team, including interaction with art team for asset scheduling and integration.

§  Self managed schedule and tasks, delivered required functionality on time for first public product showing at E3 2004 after only 10 weeks on the project.

 

August 2003 – February 2004         Zombie Entertainment     Seattle, WA

Lead PC Developer

§  Designed and developed system to utilize audio assets provided by Sound Team on both PC and Xbox with consistent results across both platforms. 

§  Provided support for multiplayer gameplay and user interface system. 

§  Self managed schedule and tasks, and set requirements for PC platform milestone acceptance tests.

 

June 2003 – January 2005        Seattle Sound Solutions        Seattle, WA

Co-Founder

§  Co-Founder of business to provide custom music content and audio solutions to video game developers.

§  Authored, performed, and recorded music and sound effects for the following downloadable games:

o    “Five Card Frenzy”, by Hipsoft

o    Iggle Pop”, by Sprout Games

o    “Pizza Frenzy”, by Sprout Games

§  Co-wrote business proposal, fronted seed capital, wrote partnership and business contracts, and handled business licensing. 

§  Designed and administered corporate website, prepared layout for promotional materials, wrote musical themes for demo CD, and authored CD-ROM promotional material.

§  Researched and handled manufacturing of promotional materials to fit within allocated budget, and shipped materials to prospective clients on schedule.

 

May 2002 – February 2003     Escape Factory                      Seattle, WA

Game Design Engineer

§  Designed and implemented character AI and puzzles for Xbox based platform game using UnrealScript.

§  Participated in game and design meetings to specify gameplay, mediate issues between technical and level design teams, and enhance user experience.

§  Recorded, edited, and placed sound effects in game using Sound Forge and UnrealEd level editing tool.

§  Designed and documented several product proposals for Publisher Level pitches.

 

April 2000 – May 2002   Amaze Entertainment                     Kirkland, WA

Software Developer

§  Designed and implemented character AI and puzzles for Harry Potter and the Sorcerer’s Stone PC game using UnrealScript, including the often praised “Sneak” section of this game.

§  Designed, documented and implemented network component of Hot Wheels Slot Car Racing and Williams F1 Team – Team Driver games, using UDP protocol over WinSock, and Public Key/Symmetric Cryptography with secure protocols to prevent online cheating and hacking, in C++ on Win32 platform.

§  Worked with Bink and Smacker multimedia codecs to implement Full Motion Video segments in Windows platform games.

§  Designed AI and Scripting system for in-house engine. 

§  Managed summer programming intern, checked progress, assigned tasks, and provided career guidance.

§  Presented talks both in-house and to non-technical external groups on game development issues and software component design.

 

September 1999 – April 2000    Humongous Entertainment    Bothell, WA

Network Programmer

§  Implemented “Houses” Component for Total Annihilation: Kingdoms On-Line Gaming Server, including statistics and scoring tracking based on individual player progress.

§  Wrote WinNT server code in C++ to interface with game software and database system in a three tier Client/Server network.

§  Created network reliability testing library, and initiated technical development of Online Trivia Game Server.

 

August 1998 – August 1999     ITS Associates, Inc.           Wellesley, MA

Programmer Analyst

§  Lead programmer on cross platform Client/Server Portfolio Management Software for the Windows Platform, developed in C++. 

§  Designed and implemented network code, message specifications, cryptography library, and methodology for command processing and bulk data transfer.

§  Built and tested stable library to function across C++ and Visual Basic codebases.

§  Created Corporate Identity Graphics.

 

March 1996 – July 1998      Owl Control Systems                 Woburn, MA

Project Leader

§  Lead programmer and designer for UI, Vacuum Control, and network communications on the Ibis 1000 high energy implanter, on WinNT using C.

§  Created motion control software for automated silicon wafer pattern cutting.

§  Handled client relations, testing, and integration with existing software.

 

Summer 1994, 1995   Reuters Information Technology    Hauppauge, NY

Programming Intern

§  Created automated test documentation generation package, and component for auditable software release of a major Financial Trading package.

Education

1992–1995                    Rensselaer Polytechnic Institute           Troy, NY

§  B.S. Computer Science.

§  Minor in Electronic Arts.

Computer Skills

 

§  Languages: C/C++, Lua, C#, Flash ActionScript 3, PHP, HTML, and some UnrealScript, Perl, Java, x86 and SPARC Assembler.

§  Operating Systems: MS Windows, some LINUX and OSX.

§  Experience With: WAMP, Apache, MySQL, MS XDK, STL, DirectX, MFC, TCP/UDP Networking with WinSock2, Cryptography, Photoshop, MIDI & Digital Audio processing.

§  Independent Game Developer: Designed/Developed Interactive Fiction Adventure “Splashdown” for 2004 IFComp, a top 10 finisher.