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David M. Barrett
I am a lifelong software engineer who specializes in bringing order to the complex interactions between cutting-edge technology, unclear requirements, and confused teams. My strong engineering abilities are complemented by exceptional oral and written communication skills, and informed by widespread leadership experience. I have contributed to eleven separate products, covering 3D-optimized microprocessors to embedded programming tools, multiplayer 3D game engines to collaborative Web-based wiki engines. I have participated in six entirely distinct development organizations, from global conglomerates to open source communities, ground floor startup ventures to corporate reinventions. In short, I have an extremely diverse background spanning many roles and many companies. |
I am seeking a challenging position where I can apply my combined engineering and project management skills in a senior software engineering role at a startup, entertainment, or other high-growth opportunity. |
Technical Skills
| — | Languages: C++, PHP, Java, SQL, RegExp, XML, x86 ASM |
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| — | Algorithms: BSP, Quadtree, OBB, file-mapping, ROAM, RTTI, STL, scripting |
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| — | Technologies: 3D graphics, collision detection, GUI design, parsers, script engines |
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| — | Techniques: UML, Design by Contract, Agile Development, Performance Profiling |
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| — | Platforms: OpenGL, DirectX, Win32, MFC, Apache / MySQL |
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| — | Tools: Visual Studio, InstallShield, RoboHelp, VTune, TeamTrack, Anagram |
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Experience Overview
| — | 14 years programming (10 years 3D, 9 years C++, 7 years professional) |
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| — | 4 years software analysis / technical writing / product and project management |
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| — | 1.5 years telecommuting (1 year full-time) |
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September 2000 - February 2002, March 2003 - Present: NextPage (Salt Lake City, Utah) |
| — | Project manager over 20 engineers |
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| — | Contributed core technology designs to flagship product architecture |
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| — | Hired, managed, and lead technical writer in production of end user documentation |
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| — | Gathered and generated product requirements on three separate products |
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| — | Wrote promised-yet-nonexistent whitepapers for marquee customers on all topics |
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| — | Wrote tutorial and API documentation for two separate products |
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March 2002 - Present: QwikiWiki, GUIterm, QCalc |
| — | Project organizer on open-source software for over two thousand users |
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| — | Created object-oriented encapsulation layer over Win32 GUI components |
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| — | Created custom parsing engine for serial-port communication |
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| — | Created lightweight X Windows style GUI protocol for embedded microcontrollers |
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| — | Created InstallShield installer for Windows 2000/XP application |
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| — | Created infix-notation calculator with custom parser for Danger Sidekick cell phone |
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February - September 2000, March 2002 - March 2003: Sabbatical, World Travel |
| — | Performed core research into Web, P2P, and ubiquitous computing technology |
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| — | Wrote and pitched numerous business plans to advisors and potential investors |
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| — | Traveled around the world to 22 countries on 5 continents in 1 year |
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| — | Wrote custom scripting engine and language tied into RTTI object scenegraph |
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| — | Integrated dynamically-tessellated terrain with photo imposters |
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| — | Performed contract technical writing, photography, and website development |
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May 1998 - January 2000: Motorsims (Dallas, Texas) |
| — | Lead 3D programmer on shipping Win32 motorcycle simulation, AMA Superbike |
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| — | Created DirectX graphics engine emphasizing large outdoor terrains |
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| — | Created television-style camera control system for remote and replay viewing |
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| — | Created quaternion-based character animation system for motorcycle riders |
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| — | Created geometry-based OBB collision detection system for simulation model |
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| — | Created integrated 2D/3D GUI with rotate / translate / fade animated transitions |
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| — | Led architectural integration of subsystems between seven isolated engineers |
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| — | Created design documentation for future features and titles |
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May � September 1997, December � January 1998: Intel, Freelance (Folsom, California) |
| — | Wrote OBB collision-detection pipeline with new 3D assembly language instructions |
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| — | Developed custom physics demo for performance analysis |
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| — | Executed performance analysis of GLQuake |
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| — | Presented educational talks on the state-of-the-art in video game graphics |
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| — | Developed continuous level-of-detail heightmap engine |
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Education Overview
September 1994 - May 1998: University of Michigan (Ann Arbor, Michigan) |
| — | BSE in Computer Engineering |
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| — | Assistant teacher for Interactive Computer Graphics (EECS 487) |
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| — | AutoCAD modeling and geometry decimation for Virtual Reality Lab |
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Additional Links
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