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2010 South Norman Street Seattle, WA 98144 |
206.963.8291 Paul.Furio@microsoft.com |
Paul J. Furio
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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. |
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Experience |
April 2005 – Present Microsoft 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. |
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February 2004 – March 2005 Microsoft (Volt) 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. |
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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. § Left to pursue opportunity at Microsoft. |
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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. § Left when company closed due to project cancellation. |
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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. § Left to pursue career at smaller startup company Escape Factory. |
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September 1999 – April 2000 Humongous Entertainment 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. |
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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. § Left
to pursue career in computer games and move to |
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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. § Left to pursue career outside of control systems. |
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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++, C#, Flash ActionScript, UnrealScript, HTML, and some x86 and SPARC Assembler. § Operating Systems: Win98 through Windows
§ 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 |