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2010 South Norman Street Seattle, WA 98144 |
206.963.8291 paul@staticengine.com |
Paul J. Furio
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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. |
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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. |
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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. |
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August 2003 – February 2004 Zombie Entertainment 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. |
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June 2003 – January 2005 Seattle Sound Solutions 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. |
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May 2002 – February 2003 Escape Factory 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. |
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April 2000 – May 2002 Amaze
Entertainment 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. |
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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. |
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August 1998 – August 1999 ITS Associates, Inc. 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. |
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March 1996 – July 1998 Owl Control Systems 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. |
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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. |
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Education |
1992–1995 Rensselaer
Polytechnic Institute § B.S. Computer Science. § Minor in Electronic Arts. |
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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. |