Mike O’Neil

New York, New York

347-613-5958

mobiz@moneil.com

 

Education:

University of California, Santa Cruz

Bachelor of Science with Honors, June 1997

Major: Computer Science

 

Skills:

Ÿ         Over 4 years of professional software engineering experience in the video game industry

Ÿ         Digital post production with Avid Media Composer and Unity, Final Cut Pro, Adobe Creative Suite, After Effects, Illustrator and DVD Studio Pro

Ÿ         Excellent computer skills.  Familiar with both Mac and PC platforms.

 

Experience:

December 2003 – January 2005

Assistant Editor, Anatomy Media (www.anatomymedia.com)

Ÿ         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

Ÿ         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

Ÿ         Oversaw final mastering and delivery of all client material including conforming media, OMFs, sequence slating and organizing and outputting to tape

Ÿ         Coordinated with clients and outside contractors for delivery and integration of additional media elements

Ÿ         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)

Ÿ         Implemented ship docking and launching procedures.  Included path decision AI, multiple ship per path management and non stationary paths

Ÿ         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)

Ÿ         Lead programmer on all game content (physics, interface, game play)

Ÿ         Coordinated tasks for designers, artists and outside contractors

 

Rollerjam (Playstation)

Ÿ         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)

Ÿ         Designed and implemented control engine including low-level hardware communication, user input to boxer command pipeline, analog control and dual shock feature

Ÿ         Programmed 3D "create boxer" feature using HMD format boxer models, gym models and cameras.

 

     March Madness 99 (Playstation)

Ÿ         Managed controller features such as multi-tap and analog support

Ÿ         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)

Ÿ         Responsible for multi-tap interface and configuration

Ÿ         Coded front end data management features such as custom tournaments and user records

Ÿ         Quality of work led to full time employment

 

Other Projects/Experience:

Ÿ         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

Ÿ         Co-author credit on several scientific visualization papers:  www.cse.ucsc.edu/research/slvg/rvis.html

Ÿ         Certified TEFL (Teaching English as a Foreign Language) instructor

 

 

References available upon request