While at Monolith, I earned credit on two titles (Condemned 2: Bloodshot and F.E.A.R. 2) and contributed to the Core Technology Team in many ways, including:
WorldEdit: Implemented and supported scene container nodes a solution to break up single worlds so multiple users could work on them at the same time; Name Change Report, Error Detector, Material & Prefab Palette UI overhauls and support. Primary force in stabilization efforts of the tool at various stages.
Workflow Optimizations: Helped the audio team with tweaking numerical values in Monolith's game database editor. I created form in .NET and used a script to push and pull values from the application. Quick throw-away solution that helped the team meet their deadlines; wrote VBA for Excel to remove invalid data from spreadsheets so they could be imported into StringEdit.
TrayClient: Authored TrayClient which registers for file change notifications and uses that information to create stub Textures, Materials from new dds files, as well as packing Textures and Materials for transfer to Xbox360 dev kits when source file properties change.
Resource Editors: Tagging Support in the Resource Editors, wrote shared tag and properties manager classes for easy future integration with other tools.
Skills and Proficiencies
Computer Science
7+ years experience in C++ (2.5 professional work experience)