Mike O’Neil
New York, New York
347-613-5958
Education:
University of California,
Santa Cruz
Bachelor of Science with
Honors, June 1997
Major: Computer Science
Skills:
Over 4 years of
professional software engineering experience in the video game industry
Digital post
production with Avid Media Composer and Unity, Final Cut Pro, Adobe Creative
Suite, After Effects, Illustrator and DVD Studio Pro
Excellent
computer skills. Familiar with both Mac and
PC platforms.
Experience:
December 2003 – January
2005
Assistant Editor, Anatomy
Media (www.anatomymedia.com)
Assistant to
Creative Director on all company projects.
Work focused on advertisements, original movie trailers and upfront
sales tapes for major cable networks.
Projects included USA’s “Frankenstein”,
Lifetime’s “How Clean is Your House?”, FUSE Upfront 2004 and Bravo Upfront 2005
Screened,
digitized and organized source material for selects to be used in final
products. Material included movies,
television shows, dailies, voice over sessions and music
Oversaw final mastering
and delivery of all client material including conforming media, OMFs, sequence
slating and organizing and outputting to tape
Coordinated with
clients and outside contractors for delivery and integration of additional
media elements
Managed in-house
technical support for all equipment.
Responsible for maintaining computer software and hardware, machine room
equipment, Avid systems and company website in addition to researching and
purchasing new equipment
March 2001 - August 2001
Lead Game Play Programmer,
Relic Entertainment (www.relic.com)
Homeworld 2 (Windows)
Implemented ship
docking and launching procedures.
Included path decision AI, multiple ship per path management and non
stationary paths
Programmed key
unit AI behaviors including strategic enemy ship targeting, attack style
selection, enemy pursuit tactics, defensive retaliation tactics and resource
gathering
September 1999 - February
2001
Video Game Programmer, blam!
Video Game Development (www.blam.com)
Pogo.com Golf (Java/Browser)
Lead programmer
on all game content (physics, interface, game play)
Coordinated tasks
for designers, artists and outside contractors
Rollerjam (Playstation)
Programmed
various 3D special effects such as sparks, player ID icons, and power-ups
March 1998 - September
1999
Software Engineer,
Electronic Arts (www.ea.com)
Knockout Kings
(Playstation)
Designed and
implemented control engine including low-level hardware communication, user
input to boxer command pipeline, analog control and dual shock feature
Programmed 3D
"create boxer" feature using HMD format boxer models, gym models and
cameras.
March Madness 99
(Playstation)
Managed
controller features such as multi-tap and analog support
Coded front end
features such as dynasty and tournament modes, custom control configuration and
Easter eggs
May 1997 - March 1998
Programming Intern: EA
Academy, Electronic Arts
March Madness 98 (Playstation)
Responsible for
multi-tap interface and configuration
Coded front end
data management features such as custom tournaments and user records
Quality of work led to full time employment
Other Projects/Experience:
Scarface 2:
The Revenge. This was a personal film editing project
created out of Grand Theft Auto: Vice City footage and additional sound
effects. This and the rest of my editing
projects can be viewed here: www.moneil.com/EditProjects
Co-author credit
on several scientific visualization papers:
www.cse.ucsc.edu/research/slvg/rvis.html
Certified TEFL
(Teaching English as a Foreign Language) instructor
References available upon
request