Résumé

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8031 145TH AVE NE

REDMOND, WA 98052

PHONE (425) 242-0296

MOBILE (412) 657-9484

E-MAIL me@phillipsaltzman.com

WEB http://www.phillipsaltzman.com

Phillip
Saltzman

Objective

A fulltime gameplay engineer role developing first class commercial video games

Education

Master of Entertainment Technology, 2004 - 2006

Carnegie Mellon University, Pittsburgh, PA

BS - Computer Science, Minor - Political Science, 2000 - 2004

Northwestern University, Evanston, IL

SKILLS

Languages: C, C++, C#, .Net 2.0, Java, Lisp, Scheme, Python, OpenGL, Edith, Jam

Web: ASP.Net, HTML, Javascript, CSS, PHP, SQL

Applications: Visual Studio, ProDG, XEmacs, Photoshop, Illustrator, Perforce

WORK EXPERIENCE

Microsoft – XNA Live Server, Redmond, WA

Software Development Engineer 2, June 2006 - Present

  • Helped design and create leading online features for Xbox 360 games including tournaments, content sharing, and secure digital object transfer
  • Credited on Viva Piñata, Forza Motorsport 2, and Project Gotham Racing 4
  • Updated the administration webpage framework to eliminate common headaches
  • Created and maintained group infrastructure including build server and training wiki

Electronic Arts, Redwood Shores, CA

Software/Object Engineering Intern, May 2005 - August 2005

  • Shipped title: Sims 2 for PlayStation 2, XBOX, and GameCube
  • Became proficient in the Edith scripting language in "record time"
  • Responsible for the 2-player feature in Sims 2
  • Showed proficiency for fixing bugs in legacy code

Oyez.org, Evanston, IL

Software Engineer, May 2004 - August 2004

  • Designed, implemented, and deployed a new MySQL based search engine

Insurance Benefit Spot Check, Sacramento, CA

Software Engineering Intern, Summers 2004, 2003, 2001

  • Ported the flagship product to new models of embedded credit-card terminals
  • Maintained large legacy codebase
  • Collaborated with vendor to resolve issues in new APIs

Northwestern University, Evanston, IL

Teaching Assistant, September 2001 - December 2003

  • Tutored students in office hours and private sessions
  • Graded assignments and tests

PROJECTS

The Experimental Gameplay Project

  • Completed a dozen rapid prototype games including all code, art, and sound
  • Project featured on Gamasutra.com, Joysiq.com, G4TV, and BusinessesWeek

Panda3D

  • Prototyped and implemented a new model exporter for 3D Studio Max
  • Designed and implemented a tutorial curriculum to be bundled with the engine

Building Virtual Worlds

  • Acted as programmer on diverse two-week teams
  • Platforms included virtual reality, audience interaction, the Jam-o-Drum (a unique tabletop interface), and custom-built giant Nintendo controllers