Stephen Anthony Jones - Computer Science and Engineering

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Stephen Anthony Jones
21671 Burch Street ⋅ Perris, CA, 92570 ⋅ 951-486-1174 ⋅ sjones AT cs.ucr.edu ⋅ www.cs.ucr.edu/~sjones
“Succeed not on your opponent’s inability, but on your own ability to succeed”
OBJECTIVE:
Software programmer in the gaming industry.
EDUCATION:
Bachelor of Science in Computer Science, August 2008
University of California Riverside
Graduated Cum Laude with a GPA of 3.684 on a 4.0 scale
Relevant Courses Taken:
Software Design
Embedded Systems
Computer Graphics
Computational Geometry
Automata and Formal Languages
Technical Communications
Assembly Language
Computer Animation
Discrete Mathematics
Differential Equations
EXPERIENCE:
Databases
Compiler Design
Algorithms
Operating Systems
Video Game Design
Unix Administration
Computer Architecture
Multivariable Calculus
Linear Algebra
Optimization
Video Game Hobby Project, June 2009 – Present
Rogue Panda Games
Working in a small team consisting of University of California Riverside alumni,
we are developing a game using C# and the XNA framework. Entitled
“Eurythmos”, the concept is an old-school 2D side-scroller beat’em up game
with rhythm-based mechanics. As the project has the heart and soul of all the
team members, it will continue to be developed to a work of perfection as to
display our talents and abilities as video game developers.
Computer Lab Director and Teacher Assistant, September 2008 – Present
University of California Riverside
Lab duties consist of directing 20 – 30 students, maintaining and running class
lab section, answering student questions, debugging, and ensuring students fully
comprehend the lab material.
Duties when aiding the professor consists of various tasks such as grading
homework and tests, proctoring exams, discussing and brainstorming future
changes to the class structure, responding to student emails, holding office hours,
etc.
Summary
• Supported Linux operating system.
• Provided lectures to students regarding the lab material.
• Aided students with programming and software questions.
• Assisted professor with various duties: grading, proctoring, etc.
PROJECTS:
Game Prototype – “Current Exchange”
Worked in a team to make a “2D” puzzle game, developed with OGRE using 3D
models generated by Blender. The goal of the game is to navigate a laser by
using mirrors and prisms through a maze littered with hindering contraptions that
must be solved with careful navigation and activation of devices. The
development language used was C++.
Geo-spatial Database – JTP Housing Project
Worked in a team to create a geo-spatial database with a web front-end that
supported nearest neighbor queries using a spatial index on longitude/latitude
points acquired from Google maps. The project contained the locations of
housing that could be queried based upon the needs of the client, such as pricing,
location, and housing type. The project is used by Jefferson Transitional
Programs, a non-profit organization.
Microprocessor using VHDL
Designed a full-fledged microprocessor using VHDL, complete with an
instruction set, ALU unit, register file, memory, and control unit.
Software Design – Logical Circuit Analyzer
Designed software to read a logical circuit schematic. Given a schematic, the
software produces the truth table of the circuit. If a loop in the circuit is detected,
a notification is displayed to the user. Supports AND, NAND, NOT, OR, NOR,
and XOR gates.
Mini-C to LC-3 Compiler
Created a compiler that takes a subset of C instructions and produces LC-3
assembly code. Supports declaration of variables, arrays, functions, strings,
if/else statements, and for/while loops. Recursive function calls also supported.
Animation – PD-Servos
Dynamically animated a human avatar in a physics based environment using
forward kinematics via PD-Servos and inertia scaling. Implemented using the
Open Dynamics Engine and OpenGL, an animation consists of a series of joint
states. Using PD-Servos and forward kinematics, appropriate torque values are
applied to the joints, which perform the transition from one state to the next. A
parameter is associated with each joint to allow fine-tuning of the animation,
enabling smoother transitions between states via inertia scaling. Based in a
physics environment, the animation can be perturbed by external stimuli, such as
falling objects. For the scope of this project, the animation was restricted to only
two dimensions.
TECHNICAL:
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Proficient Languages: Bash Script, C, C++, C#, LaTeX
Familiar Languages: SQL, VHDL
Environments: Visual Studio, Xcode, Maya, Blender, emacs, Xilinx
Operating Systems: Windows 98/2000/XP, Unix, Linux, Mac OS X
Database Systems: MySQL, PostgreSQL
ACHIEVEMENTS:
• Dean’s List (Fall 2004)
• Chancellor’s Honor List (2005-2006, 2006-2007 and 2007-2008)
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