Rick Naegele
e-mail: rick@angle3.com
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Objective
To obtain a challenging position as a software engineer utilizing my skills and experience in making games.
Professional Experience
Chewy Software Chicago, IL
Senior Software Engineer January 2008 – Present
  • Implemented a 2d sprite caching scheme to improve drawing performance.
  • Optimized 2d engine performance.
  • Wrote the game logic for multiple games.
  • Investigated feasibility of low cost 3D engines for possible use.
  • Wrote accurate technical design documents to deliver to client.
  • Created a proprietary game engine based on D3D and D3DX using the fixed function pipeline.
  • Features included in the engine:
    • Animation
    • Cameras
    • Scene graph
    • Light mapping
    • Cubic Environment mapping
    • Specular lighting
    • Particles
    • Replay
    • Input
  • Wrote approximately 60% of the game’s entire codebase.
  • Responsible for all gameplay and achieving an accurate bowling simulation.
  • Integrated 3rd party sound library and gameplay triggers for sounds.
  • One of three programmers to bring the game from pre-production to ship in just about 10 months.
Electronic Arts Chicago, IL
Software Engineer II August 2005 – November 2007
Def Jam: ICON (XBOX 360, PS3)
  • Implemented the camera system for Def Jam: ICON.
  • Collaborated closely with production and art direction to get the desired cinematography for the game.
  • Created easily tunable camera logic and parameters to aid in fast iteration with production and art.
  • Implemented the cut scene cinematic pipeline for character / prop / camera animations.
  • Worked with cinematics animators to diagnose and solve animation problems in cut scenes.
  • Mentored a new hire on the Def Jam camera system to be able to make productive contributions in a short time.
  • Worked with animation engineers to solve animation related pipeline issues within EA’s proprietary anim system.
Fight Night Round 3 (XBOX 360, PS2, XBOX)
  • Implemented online stat tracking / reporting code.
  • Integrated online game mode with a shared online library to maximize code reuse and add value to the game.
  • Troubleshooting online desyncs and griefing issues.
  • Ensured fulfillment of TRC / TCR requirements as well as EA guidelines.
  • Managed the tight online memory budget for PS2 for the life of the project.
Midway Games Chicago, IL
Software Engineer March 2003 – July 2005
  • Evaluated the feasibility of using the UIX plug-in for an XBOX Live screen solution.
  • Ported XBOX Live screen functionality from MLB Slugfest to MK: Deception engine.
  • Implemented XBOX Live voice chat and voice messaging.
  • Ported PS2 screen control functionality from screen engine releases to the MK engine.
  • Implemented localization support for XBOX Live screens.
  • Ensured compliance with TCR requirements of Voice Chat / Voice Messaging / Friend Requests / Game Invites.
NBA Ballers (PS2, XBOX)
  • Implemented backend and screens for the TV Tournament and Rags to Riches game modes.
  • Designed and wrote a caching scheme to asynchronously load grouped 2D assets on demand to be used throughout the entire front end of the game.
  • Implemented the memory card (PS2) and hard drive (XBOX) saving/loading interface and messaging system.
  • Set up an automated nightly user interface export and art build using Midway proprietary tools.
  • Sole programmer responsible for implementation and submission of the XBOX demo disc.
NuFX Hoffman Estates, IL
Software Engineer August 2000 - February 2003
NBA Street Vol. 2 (PS2, XBOX, GC)
  • Responsible for bug fixes related to NTSC and PAL localization.
  • Implemented a majority of the Dynasty game mode, also helped implement Season game mode.
  • Adapted the NBA Live rookie generation code to generate new recruits to use in the Dynasty off-season.
  • Created an automated build process for use in making daily playable builds on DVD.
  • Setup front end artwork pipelines to get artwork into the game.
  • Completed accurate technical designs for the front end screens based on NBA Live 2001 architecture.
  • Created detailed schedule consisting of milestones and deliverables.
  • Maintained the various game database tables by adding fields required by myself or other users.
  • Implemented new artwork treatment for the game’s HUD including procedural animation for transitions.
  • Implemented background artwork treatment for use throughout front end screens.
  • Maintained EA’s Layman tool with writing various controls needed specific to the game.
Education
B.S. Computer Science May 1999
Minor in Art
Northern Illinois University DeKalb, IL
  • GPA: 3.53 / 4.0
  • Selected to participate in the CS department Undergraduate Fellowship program.
  • Selected for the Kraft Foods, Inc. Scholarship Award based on outstanding achievement in computer science.
Technical Skills
  • C / C++
  • C# / Managed C++
  • Visual Studio .net 2008
  • PC / PS2 / XBOX / XBOX 360 / PS3
  • Javascript
  • Nant scripting
  • Maya MEL scripting
  • Build Forge
  • Perforce / SVN
  • HTML / CSS
  • XML
  • UNIX
  • sed /awk /shell scripting