Michael Harrison

Past Projects


Resume

Michael S. Harrison
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A senior software developer, I offer C++ and Windows development skills as well as the problem-solving ability gained from more than 18 years of industry experience. Colleagues have described me as organized, efficient, adaptable, and someone who excels at finding solutions rapidly after weighing available options.
 

Skills

Development Languages C/C++, .NET, Intel Assembly, Pascal, Prolog, Z-80 Assembly, BASIC.
 
Operating Systems Operating Systems Windows 2.1 to 2000/XP, PalmOS, OS/2, MS-DOS, CP/M.
 
Toolkits/Frameworks Microsoft Visual Studio 2003/2007, PalmOS SDK, PRC-Tools, GCC, Xbox SDK, ProDG for PS2, OpenGL, 3Dfx Glide, DirectX, Vtune, Standard Template Library (STL), QSound 3D, HMI Sound Operating System, QuickTime, OLE, MFC, Video for Windows, Smacker Video Library, Windows SDK, Microsoft Macintosh porting library.
 

Work History

2/2008 to present Program Engineer – Presagis (formerly Multigen-Paradigm)
Responsible for leading cross-functional/domain teams in planning, execution and monitoring of assigned programs and projects using the Vega Prime and Lyra products running on Windows and Linux systems. Also responsible for implementing custom features for services programs, as well as participating in proposals, bid reviews and program planning.
C++, Windows, Irix, Linux, OpenGL.
8/2004 to 2/2008 Senior Software Engineer – Multigen-Paradigm
Responsible for features on Vega Prime as well as Services Projects on Vega, Vega Prime, FlightIG, FlightIG Prime and Lyra product lines working directly with customers such as Lockheed Martin, Boeing and SGI.
C++, Windows, Irix, Linux, OpenGL.
 
1/2003 to 8/2004 Senior Software Engineer II - Paradigm Entertainment.
Worked on general memory management, optimization and the CD build process for the Mission:Impossible and Terminator:Redemption projects on the Xbox, PS2 and Gamecube. Implemented several gameplay elements in the Mission Impossible product.
C/C++, Windows 2000. DirectX, OpenGL, STL, VTune, PS2, Xbox, GameCube.
 
1/2002 to 1/2003 Software Lead - Paradigm Entertainment.
Managed a team of 14 engineers working on a PS2/Xbox title published by Atari. Additional work performed on memory management, optimization and the project build process.
C/C++, Windows 2000. DirectX, OpenGL, STL, VTune, PS2, Xbox, GameCube.
 
2/2001 to 1/2002 Senior Software Engineer - Paradigm Entertainment.
Sole developer working on an artificial intelligence engine for Mission:Impossible.
C/C++, Windows 2000. DirectX, OpenGL, STL, VTune, PS2, Xbox, GameCube.
 
7/1999 to 2/2001 Director of Development - Inertia LLC.
Primary developer on the OpenPlane flight simulation engine. This engine featured unparalleled flight physics simulation as well as an openness unequaled in the industry. Generally responsible for the development organization as well as day to day coding. One of a two member team who wrote the game designs for Dogfight II, a WWII Pacific flight simulation which was to be the successor to Fighter Squadron. One of a two member team who wrote the game designs for RC Simulator. Wrote the technical designs, managed the development of RC Simulator, performed first-level development on the OpenPlane engine and coordinated with IHV's to solve driver and hardware issues with our products. Set up and managed the Linux web server which was used for all our web and FTP sites.
C/C++, x86 Assembly. Windows 95/98. DirectX, Glide, OpenGL, MFC, STL, Fox, Windows SDK. VTune
 
10/1996 to 7/1999 Senior Software Engineer - Parsoft Interactive.
Solely responsible for the 1.2 and 1.3 patches of A-10 Cuba! These included modifications for improved network performance, additional network weaponry, network chat using predefined messages, sounds and free form text entry, rendering optimizations using hand-written x86 assembly and special keyboard support for the European English version of Cuba.
With Eric Parker, co-designed and wrote significant portions of the OpenPlane engine used in the game Fighter Squadron: Screamin' Demons over Europe. The OpenPlane engine featured first-rate physics and object simulation which was unequaled in the gaming industry. Assisted in the optimization of the graphics engine, collision detection, physics code and the x86 Renderer and wrote the 3Dfx Glide Renderer.
C/C++, x86 Assembly. Windows 95/98. DirectX, Glide, MFC, STL, Windows SDK. VTune, Smacker Video Library.
 
04/1995 to 10/1996 Software Engineer - Learn Technologies (Dragon's Eye Enterprises).
Lead engineer for Qin, Tomb of the Middle Kingdom, an educational game that combined the best elements of a graphic adventure with an encyclopedia of Chinese history and cultures which is used to solve puzzles in the game. Software engineer on Bartlett's Familiar Quotations, Expanded Multimedia Edition. Software engineer on Mission Ooze Control, A Robot Club Adventure, a game designed to teach the player to think logically through the creation and programming of simulated robots.
C++, x86 Assembly. Windows 3.1/95. DirectX, MFC, QSound, HMI Sound Library, Video For Windows, QuickTime, Windows SDK, Mac porting library.
 
04/1991 to 4/1995 Software Engineer - Micrografx Inc.
9/94 to 4/95 Member of a small team working on an OLE application that allowed all of the Micrografx products to make use of the file format translators which were previously only used in Micrografx Designer.
7/92 to 9/94 designed and wrote libraries which integrated and controlled all Micrografx file translators and provided a common translator interface for the Designer and Charisma products. Assisted in many areas of Windows programming such as graphics, printing, UI development, localization, multimedia and code optimization.
4/91 to 7/92 created/ported over 100 Windows applications for testing with Micrografx Mirrors under OS/2.
C/C++, x86 Assembly, Windows 95/NT, OS/2, OLE, MFC, Windows SDK, Video for Windows.
 
09/1989 to 04/1991 Software Engineer - Mobil Corporation (Software Solutions).
Developed various applications in Microsoft Windows for the Mobil PRISM project which featured mainframe communication with the PC as the primary data entry point. Performed design, programming and maintenance of the team’s common code library.
C, Windows SDK.

 

Other interests include:

Holography – http://holography.dragonseye.com

http://www.hologramstore.biz

Irish dance – http://irishdance.dragonseye.com

http://www.irishdancewiki.org

woodworking, electronics, gardening, reading.

 

 

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Last modified: Thursday, April 24, 2008