Smartphone Developer
Madrid Area, Spain
Smartphone Developer
Madrid Area, Spain
Software Engineer with ten years of experience in software development using C, C++ and Java amongst others.
Smartphone application development. The last 4 years I have worked in mobile and smart phone development working on Symbian, Java ME (J2ME) and more recently in Android and iPhone.
Artificial Intelligence- I have developed path finding algorithms, neural networks, hierarchical maps, genetic algorithms whilst working for almost ten years in the computer games industry.
C++, Java SE, Java ME (J2ME), Symbian C++, Python, XML, HTML, PHP, Ant
(Computer Software industry)
September 2006 — September 2009 (3 years 1 month)
In my 3 years at SLG I developed much of the toolchain we used for creating games quickly for multiple SKUs and during the final year I managed the J2ME department.
During that time I released the following games:
Ronnie O'Sullivan Snooker 2007 - AI / Gameplay / Sfx (9/10)
Pool Star - Atlantic City - Lead (7/10)
Premier League Snooker - Lead (8/10)
Table Tennis Star - AI / Gameplay / Sfx (9/10)
Ronnie O'Sullivan Snooker 2008 - Lead (8/10)
Bass Fishing Mania - AI / Gameplay (8/10)
Premier League Snooker 2008 - Lead (8/10)
Steve Davis Pool Star - Lead (8/10)
Ronnie O'Sullivan Snooker 2009 - Lead (7/10)
Hunting Mania - Lead (8/10)
FLW Bass Fishing / Bass Fishing 2 - Lead (Not released yet)
(Computer Software industry)
July 2005 — September 2006 (1 year 3 months)
Created Sudoku Sensei, a Sudoku Assistant for MIDP1 Java devices.
Now leading an OpenSource Project (NeuroDraughts) to create a draughts player which reaches a high level of play simply from self-play.
(Privately Held; 11-50 employees; Information Technology and Services industry)
September 2005 — August 2006 (1 year )
Responsible for coordinating and developing a streaming solution for symbian mobile phones.
(Privately Held; 51-200 employees; Computer Software industry)
December 2001 — December 2004 (3 years 1 month)
Designed & Developed the AI for an unreleased Xbox RTS game.
Designed & Developed the AI for the critically acclaimed Evil Genius.
(Privately Held; 11-50 employees; Computer Software industry)
March 2000 — October 2001 (1 year 8 months)
Integrated various communication protocols into the Surfcast Browser. Ranging from Instant Messaging (Jabber) to IRC to Microsoft's Netmeeting.
(Public Company; 51-200 employees; Computer Software industry)
May 1999 — March 2000 (11 months)
Developed core systems and AI for the isometric game Heist.
(Computer Software industry)
September 1997 — May 1999 (1 year 9 months)
Developed the AI for Wargasm, a 3D/RTS Battlefield hybrid.
BSc , Computer Science , 1993 — 1997