2010 South Norman Street

Seattle, WA 98144

206.963.8291

Paul.Furio@microsoft.com

Paul J. Furio

Objective

 

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

Experience

April 2005 – Present                Microsoft                           Redmond, WA

Software Development  Engineer

§  Delivered Code Complete on schedule as sole developer on six week project to recreate Mobile Platform single-player game from scratch for both Web and Messenger platforms from only spec and example mobile game.

§  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, 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 realtime simultaneous recording and playback of user input data streams; Realtime data compression; File save, load, and transfer capabilities; Localized data integration; Realtime 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.

§  Left to pursue opportunity at Microsoft.

 

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.

§  Left when company closed due to project cancellation.

 

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.

§  Left to pursue career at smaller startup company Escape Factory.

 

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.

§  Left when online division was eliminated during corporate takeover.

 

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.

§  Left to pursue career in computer games and move to Washington.

 

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.

§  Left to pursue career outside of control systems.

 

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++, C#, Flash ActionScript, UnrealScript, HTML, and some x86 and SPARC Assembler.

§  Operating Systems: Win98 through Windows Vista, some FreeBSD/LINUX, UNIX, and VMS.

§  Experience With: MS XDK, STL, DirectX, MFC, Audio DSP, TCP/UDP Networking with WinSock2, Public Key/Symmetric Key Cryptosystems and Hash Functions, Photoshop, MIDI & Digital Audio processing.

§  Independent Game Developer: Designed and Developed the Interactive Fiction Adventure “Splashdown”, which took 8th Place (out of 37) in the 2004 Interactive Fiction Competition.