Rajiv N. Patel

1252 Valleybrook Drive
Oakville, Ontario
Canada
L6H 4Y1
rpatel-AT-deadgodsdreaming-DOT-com


Highlights

experienced software engineer good knowledge of math and physics
excellent programming and problem solving skills excellent communication and interpersonal skills
experienced 2D and 3D graphics programmer fast learner
strong foundation in computer science excellent research skills

Work Experience

June 2006 - Present: Senior Developer at SilverBirch Studios
  • currently working on a cross-platform game engine and an action platform game for Nintendo DS and Sony PSP, responsibilities include:
    • game design
    • technical design
    • camera
    • 3D graphics
    • animation
    • user input
    • collision detection and response
    • physics
    • art pipeline tools
November 2003 - June 2006: CTO at Electron Jump Games
  • worked on a game engine and several single and multiplayer game demos for the Nintendo DS, responsibilities included:
    • game design
    • technical design
    • level load
    • camera
    • 3D graphics
    • animation
    • game map
    • user input
  • worked on a cross-platform, console video game engine and an accompanying demo for Sony Playstation 2, responsibilities included:
    • techical design
    • build process
    • animation
    • movement
    • camera
June 2001 - October 2003: Programmer at Rockstar Toronto
  • worked on The Warriors for Sony Playstation 2, responsible for:
    • technical design and documentation
    • pathfinding system
    • low-level AI
    • character animation system
    • combat
  • worked on Max Payne for Sony Playstation 2, responsible for:
    • PlayStation 2 controller code
    • optimizing data to improve rendering speed
    • adding auto aim functionality
    • reducing code footprint
    • reducing run-time memory allocation
    • general optimizations, profiling, etc.
    • cheat codes
May 2000 - June 2001: Programmer at Namco Hometek Inc.
  • responsible for research, development and implementation of technology for use in next-generation console video games
  • worked on Dead To Rights for Sony Playstation 2, responsible for:
    • camera control and logic
    • in-game user interface for weapon and item selection
    • model and object updates related to weapon and item selection
    • head and torso tracking of items of interest in human character models
    • arm/weapon tracking of enemies in human character models
    • scripting language
August 1999 - May 2000: Consultant at Eyedew Designs
  • worked on the technical design for a real time 3D virtual shopping mall
  • consulted on technical designs for on line shopping site design tools
Mar 1997 - June 1999: Software Engineer at Square Soft Inc.
  • responsible for research, development and implementation of technology for use in video games
  • worked on Final Fantasy VII for PC, responsible for:
    • submarine mini-game
    • portions of 3D engine
    • main game special effects
    • documenting the internal-use library
    • 3D hardware evaluation, benchmarking, and all vendor-specific implementation issues
    • all post-release support issues, and all post-release patches
  • worked on an unreleased project for Sony Playstation 2, responsible for:
    • collision engine
    • physics engine
    • aerodynamics and flight modeling
    • export plug-in for Kinetix 3D Studio Max 2.5
Aug 1996 - Nov 1996: Tools Programmer at Gray Matter Inc.
  • modified and added functionality to internal-use 3D modeling tool under SGI Irix and Motif using IrisGL
  • modified and added functionality to internal-use 2D sprite animation tool under SGI Irix and Motif using IrisGL

Education

References

Available on request.