Michael Bagley Software Engineer Please Visit My Demo Page: http://www.zenwaynow.com/demos.html 316-371-9652 [email protected] Over 15 Games Brought To Market! PS1-3, XBOX360, Wii, 3DS, N64, 3DO, PC, Arcade Ability To Focus On Priorities, Solve Problems, Multitask, Meet Scrum Deadlines, Lead By Example. Action/Adventure, 1st Person Shooters, Fighting Games, Golf, Poker, Blackjack, Slots, Simulations, RPG Localization Experience: Working in Multiple Languages shared DB Lead Responsibility w/Ave Budget ~1million Team Size ~10 People. Agile / Scrum, C++, C#, Unreal Engine 4, Away3D, Photoshop, Maya, Flashbuilder, AS3, MySQL, PHP, JAVA, HTML, MXML, Apache, Tomcat, DirectX11, Intel, RISC, ARM, Motorola, Linux, Windows, .NET, MFC Electronics Hardware: Touch screens, trackballs, force-feed back devices, programmable logic controllers, bill exchangers, joysticks, HID-USB, power and signal amplifiers, input sensors. Expertise in: Gameplay, Scripting, Engines, Tools, Camera, AI and UI programming. PROFESSIONAL EXPERIENCE: Instructor, Mind Fire Academy May 2014 - Present Mind Fire Academy is an art degree based film, music, animation and game school. Instruct students in the video game process. We start by designing the game we want to build. Scoping out what is needed to implement the pieces. Then the students with my instruction build a complete game over the fifteen week course. We build the game using Adobe products, Maya and Unreal Engine 4. I instruct the students how to build their game with Blueprint scripting and C++ code. Software Engineer SE3, Electronic Arts Salt Lake City November 2006 - October 2013 Electronic Arts designs and develops a multitude of games for Consoles and PC. Actively communicated and conveyed information and ideas to and from other team members. Transferred knowledge from one individual to others by means of mentoring, training, documentation, and other collaboration. I led by example in mentoring and coaching including inspiring others in a shared vision of working together moving the process of development toward milestones and objectives. Engineered software with the disciplines concerned in creating and maintaining software applications, video games and tools by applying technologies and practices from computer science, project management, engineering, application domains, and other fields. Responsibilities also included: Gameplay scripting, engine level coding, tools for Sims3 Expansion Packs. Gameplay scripting, engine level coding, touch and mouse camera, dual screen UI for Sims3 3DS Pets. Senior Engineer for XBOX360 / PS3 / Wii Memory card and profile system for Monopoly Streets. This system passed all three certifications on the first pass. Camera head tracking, finite state machine and FSM tool, gameplay programming for Monopoly Streets. Gameplay, dart ballistic and robot AI programming for both Nerf Strike titles. Confidence System and UI programming for Tiger Woods 08 PC Bug fixing for The Godfather Black Hand Wii. TITLES BROUGHT TO MARKET: Sims3 Into The Future - PC 2013 Sims3 Island Paradise - PC 2013 Sims3 University Life - PC 2013 Sims3 Supernatural - PC 2012 Sims3 Showtime – PC 2012 Sims3 Pets – 3DS 2011 Monopoly Streets 75th PC / XBOX360 / PS3 2010 Nerf N Strike Elite Wii 2009 Nerf N Strike Wii 2008 Tiger Woods Golf PC 2008 Godfather Black Hand Wii 2007 Senior Software Engineer, WMS Gaming Chicago March 2004 – February 2005 WMS Gaming is a developer of casino slot machines. They work heavily with Linux and proprietary systems. I left for contracting my own company Zenwaynow working on the Titan and Touchstone projects. Developed robust software on a Linux system to handle various pay line configurations. Responsibilities also included: Programmed a slot machine data driven pay line system for the Ontario region gaming casinos. Software Engineer, High Voltage Software Chicago May 2000 – April 2001 High Voltage is a developer of games like Inside Drive for the consoles and PC. I left due to a poor working environment. Developed UI system and tools for the first XBOX console. Responsibilities also included: Developed UI tools and UI system for cross platform XBOX and PC game engine. Maintained UI for Hunter, Inside Drive and Hockey. Senior Software Developer, Terra Glyph Chicago August 1999-May 2000 Terra Glyph was a game developer for the PlayStation, N64 and PC. Terra Glyph Closed Ported software from the PlayStation to the N64. Responsibilities also included: Developed port for Powerboat VR 3D boat racing game from PSX1 to N64 Developed exporter to convert PlayStation fixed point data to floating point N64 data. Senior Software Developer, Engineering Animation Industries Ames Iowa April 1999-August 1999 Engineering Animation was a game developer for the PlayStation, N64 and PC. EAI Closed Developed cross platform game software on the PlayStation with a PC counterpart. Responsibilities also included: Lead Developer on the PlayStation for EAI Developed PlayStation side of a rodeo game engine for the PlayStation and PC. Software Developer, Konami Arcades of America Chicago February 1998-March 1999 KOAA was a game developer for the Arcades on the 3DO-M2 Platform. KOAA Closed Developed game software on the 3DO-M2 for the Arcades. Responsibilities also included: Lead Developer on racing game for the arcades. Developed scoring system and special ball on Simpsons Bowling for arcade. Engineered a 3DO-M2 and Happ Controls force feedback steering interface for arcade cabinet. TITLES BROUGHT TO MARKET: Simpsons Bowling Software Developer, Metro Games Chicago January 1997-February 1998 Metro Games was a start up company developing touch screen bar top games including card and trivia genres. I moved from this start up company to Konami to make a racing game for the arcades. Developed game software using the RAD Smacker engine and tools. Responsibilities also included: Developed a touch screen bar top arcade unit for 2D card and trivia games. Wrapped the RAD Smacker Source Code into a C code 2D game engine. Developed card games, GUI App for a Trivia DB, trivia games. TITLES BROUGHT TO MARKET: Metro Touch 2000 Owner Operator, Zenwaynow Productions 1988 to Present Zenwaynow Productions is my contracting business operated as a sole proprietorship. HomeVesting Game Contract Developer GameVestors (May 2014 to Present) Project management for remote group including time estimates, tracking and progress reports. Implemented buttons, screen, scrolling marquee and Facebook API for single player game. Developed all of the Droid, iOS and Facebook game engine for the multi player game. Independent Developer Humor Island Games (November 2013 to Present) Developed card and 3D games for Facebook and Mobile Platforms with Away3D, AS3, PHP, MySql. Developed the I Smoked Em App on Facebook to help users quit smoking Randy Lynch Contract Developer Song Creator (March 2006 - September 2006) Development of a music studio sequencer for RX2/MIDI files in a proprietary Direct X engine. TITLES BROUGHT TO MARKET: Song Creator Online Arcadian Virtual Reality Contract Developer Quake VR (August 2005 - April 2006) Development of 3D Quake Virtual Reality experience for the arcades. Implementation of the Polhemus Patriot Tacking System. Led team of remote Artists in Romania and Arizona. Touchstone Games Contract Developer Gladius Slots (July 2005 - March 2006) Development of a localized casino slot machine cross platform game engine for Linux on Windows. TITLES BROUGHT TO MARKET: Gladius Slots Titan Project Contract Developer Set Top Box (March 2005 - July 2005) Developed windows and UI functionality on embedded set top device. Developed windows file handler and loader for SEGA ROM emulator. Top Line Cabinets Contract Developer MegaRcade and LANZone (September 2001 – February 2004) Developed FAS Direct X Shell to control Shareware games for the Arcade. Engineered driving wheel force feedback arcade cabinet and PC USB controller. Led team that brought the first XP Embedded Arcade PC platform to AMOA 2002. TITLES BROUGHT TO MARKET: MegaRcade PC Arcade Platform on XP Embedded Gamestation KIOSK Cyber Cafe PC Platform on XP Embedded LAN Zone Cyber Cafe POS WEB Application on XP Home DeWil Productions Contract Developer African Honey Bee Trap (September 1988 - September 1993) Engineered real time data acquisition controller for the identification of African Killer Bees. Engineered an Intel 8088 based micro computer, 64K RAM, 8K EEPROM, 8251 Serial, 8255 Parallel, LCD Display, Touch Pad Keyboard and proprietary input optics, input amplifiers and output control mechanisms. EDUCATION: Electronics Engineering Technology, DeVry Institute of Lombard Illinois 1991. Senior Project – African Honey Bee Detector and Trap – Smart Swarm Trap (SST) FEATURED WORK: My cutting edge development of Arcade and Cyber Cafe Systems has been featured in the following magazine articles. Play Meter Magazine, Title: “Coin Opportunity” , July 2003. Play Meter Magazine, Title: "A New Culture", April 2003. References Available Upon Request Please Visit My Demo Page: http://www.zenwaynow.com/demos.html
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