Joseph Conley, Software Engineer
Email: joe@josephconley.com
Current Address: Tokyo, Japan
WORK EXPERIENCE
Support Engineer for Unreal Engine, Epic Games, Yokohama, Japan (9/2013 to Present)
Provide technical and programming support for Japanese game development companies using the Unreal Engine.
Developing features aimed at worldwide customer base, including localization tools for Unreal Engine 4.
Developing technical sample games to show off Unreal Engine features and to serve as learning samples for other developers.
Software Engineer, BANDAI NAMCO Games, Shinagawa, Tokyo, Japan (10/2010 to 2/2013)
• Implementation, debugging and optimization of games and related software in C++ and other languages.
• Setting up project environments for the team, learning and diffusing new technology to the team
• Creating and managing the build machine, source control depot, and build archiving
• Working to identify and improve process bottlenecks and find solutions to reduce workload for the whole team • Architecting and designing software systems through consultation and coordination with other programmers.
Programming Intern, BANDAI NAMCO Games, Tokyo, Japan (6/2010 to 8/2010)
Junior Software Engineer, Activision Blizzard’s Vicarious Visions, Albany, NY (12/2008 to 6/2010)
• Implementation, debugging and optimization of game and other software in C++ and other languages.
• Designing and documenting software systems through consultation and coordination with other programmers. • Collaboration with artists, designers and producers on the requirements of tools and systems.
Programmer Coop, Activision’s Vicarious Visions, Albany, NY (5/2007 to 11/2007) Application Developer, Microsoft Corporation, Issaquah, WA (7/2006 to 11/2006)
• Code and test Web Services applications in languages including .NET, MS SQL Server, T-SQL and C# that perform efficiently, are operationally stable, and meet business requirements
• Built a generalizable prototype for better searching on database objects in the sales database.
PROGRAMMING / COMPUTER & OTHER SKILLS
Game Engines: Unreal Engine 4, Unreal Engine 3
Programming Languages: Experienced with C++, Java, C# & Windows Forms, HTML/XHTML, CSS, JavaScript, ActionScript, XML, SQL, PHP, Objective-C, UnrealScript
Software: Experienced with Visual Studio, Xcode, DirectX, OpenGL, Flash, Photoshop
Languages Spoken, Written: English, Japanese
EDUCATION
Rochester Institute of Technology (RIT), Rochester NY
Bachelor of Science: Information Technology, September 2004 - November 2008
Concentrations in Game Development, Interactive Multimedia Development, and Web Design/Development.
Minor in Japanese Language
Studied abroad at Kanazawa Institute of Technology in Kanazawa, Japan during June and July 2008.
Overall GPA: 3.98/4.0 GPA in Major: 3.95/4.0 IT Honors Student, Dean’s List
University of Wisconsin-Madison, Madison, WI
Masters of Engineering: Technical Japanese (科学技術日本語), In Progress
GPA: 4.0/4.0
SHIPPED TITLES
Deadstorm Pirates 4D+ Shooting Adventure [Arcade, Playstation 3 based system]
• Update to the arcade hit Deadstorm Pirates (found in Chuck E. Cheese locations, "Big 3 Gunshooting" (PS3))
• Made major changes to the rendering system and almost all UI to add Stereoscopic 3D
• Added additional hardware and new gameplay mechanics to support up to 4 players Tekken Tag
Tournament 2: Prologue [Playstation 3]
• Ported TTT2 from Arcade to PS3, including Trophy and Save Data implementations
• Implemented a new Character Viewer mode w/ camera control, costume change, and combo previews
• Assumed a large responsibility on a small team of 3 programmers, shipped on time on a short schedule
Guitar Hero 5 and Band Hero [Nintendo Wii]
• Hardware support including Guitar and Drums peripherals, USB Mic, Rock Band USB peripherals, and hot swapping them all at run-time.
• Worked on the Core Engineering Team, responsible for full feature parity between Wii and next-gen SKUs.
• Vocals Highway visuals including support for Party Play’s jump-in, jump-out gameplay.
Guitar Hero: On Tour [Nintendo DS]
• Coded most of the menus, and improved the system for importing menus from 3DSMax to in-game.
• Programmed several Guitar Duel attacks incorporating microphone, touch screen and guitar peripheral input.
• Worked on 2D, 3D and UI aspects of the game using C++, XML, and XSL,
REFERENCES
Available upon request.