Asim
Naseer.
Senior Software Engineer
Email : AsimNaseer@gmail.com

DOWNLOAD : Resume in pdf format.
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OBJECTIVE : To secure a position as a
Software Engineer, that will allow me broaden my skills and challenge my
abilities.
PERSONAL : US Citizen. Immigrated from the UK.
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Experienced with the, Unreal
Engine, Kynapse AI middle ware, C/C++, Perl, C#, Direct X , OpenGL,
DevStudio, Perforce, Max and Maya, Assembler
Generalist. Equally comfortable working on core engine and
gameplay. Worked in areas of AI, gameplay, core systems, graphics and tools.
Experience of planning, scheduling and working on large
projects.
Experienced in development of
both game play and underlying engine and methods.
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Sept 2008 - Present Activision
(Luxoflux), Santa Monica,
California
Senior Software Engineer on Transformers 3
- Developed
and implemented an auto-generated nav mesh solution that supports
walking, climbing and full “spidering” movement. Currently I have the
prototype working and I am integrating it into the engine
Click for Details
Senior Software Engineer on Transformers Revenge of the fallen
on XBOX 360, PS3, PC
- Came
onboard near the end quarter of the project. Implemented the following
systems.
- Save
game and startup session manager.
- Leaderboard
and achievement systems.
- Downloadable
content system.
- In
game advertising integration.
- Helped
multiplayer team finish the project.
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June
2005–Sept 2008 Spark Unlimited Sherman Oaks, California
Senior Software Engineer on a XBOX 360, PS3, PC Unreal based
title called Legendary. Game website Trailers
- Developed
an original method for bird like air navigation through urban
environments. Including auto-generated navigation data and runtime route
finding with physics constraints. Later hooked up this system into the
AI middleware Kynapse and integrated its ground pathing with my air path
finding. Used for Griffon creature AI.
- Designed
and implemented the destructible system used to show destruction of
objects, characters and world in the game. Designed and implemented a
special case procedural sheet glass mesh fracture system, which works
with multiple bullet hits and partial breakage.
- Worked
on the AI for Air Griffon, Minotaur, Gorgon and also some features for
Soldiers and Werewolves.
- Implemented
the creature object interaction system which allows creatures to handle
pathing obstructions intelligently, find throw-able projectiles and
interact with other objects of interest.
- Implemented
the player gamepad controls and worked with designers to identify and
expose tuning parameters.
- Was
responsible for optimizing performance of the game on Xbox.
Significantly improved performance of animation, skeletal mesh updates,
weapons, effects, lighting environments and the render thread.
- Developed
a system for tracking memory leaks going from game level to game level
and also to profile level streaming times and memory footprint in a time
line view.
- Other
than the above which were my main areas of "ownership", I have
worked on many other areas of the game for many design requested engine
additions and modifications as required.
- Currently
fixing bugs and helping designers and artists with issues in preparation
for submission.
Click for Details
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2004–April
2005
Activision (Infinity Ward ) Sherman Oaks, California
Senior Engineer on the first xbox version of the Call of Duty.
- Worked
on making the COD engine multi-platform & ported to Xbox 1.
- Re-organized
some of the engine architecture and directory organization to be
multi-platform friendly. Made the data pipelines multiplatform friendly.
Implemented the xbox specific parts of the data pipeline.
- Worked
on some ai features such as cover usage.
Click for Details
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2002–2004
Electronic Arts Los Angeles,
California
Software Engineer III & Lead
- Lead
Engineer on the XBOX version of Medal of Honor Frontline. (
See Credits
)
- Worked
as senior engineer on Medal of Honor Rising. Worked on PS2 and XBOX
versions.
Click for Details
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1994–2002
Virgin Interactive London,
UK
Technical Director
- As
technical director, led the tools and technology team in the development
of Virgin’s in house games libraries.
- Worked
with all game project teams and external teams in areas of planning,
code reviews, evaluations and resolving technical issues.
Click for Details
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1992–1994
Microprose
Manchester, UK
Lead Programmer
- Initially, as a junior programmer, enhanced and optimized the
Microprose 3d library, from 286-based code to 386-based code. The game
was all in PC assembly and the tools were C
- Developed one of the earliest real time 3d animation/articulation
system an animation editor, terrain navigation and AI for the
game.
Click for Details
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SUMMARY
The above resume will give you some
idea of my past experience, but I believe that these are not the most important
thing that I have to offer.
As you can see all the problems I had
to tackle during my professional career I had no experience in them prior to
starting them.
- I like to work on new challenges. I like to
break down, research, experiment and finally develop solutions to new
problems.
- I pick up new concepts and methods quickly.
- I am always looking to simplify an
implementation as much as possible so its clear easy to understand and
maintain and always try to write my systems with “customer” in mind
- I am good at troubleshooting and with
knowledge of the system, deductive reasoning.
- I am used to getting to grips with various
game code bases quickly
I believe this way of thinking and
working is of more value than my experience.
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SKILLS
- Experienced
with the, Unreal Engine, Kynapse AI middle ware, C/C++, Perl, C#, Direct
X , OpenGL, DevStudio, Perforce, Max and Maya, Assembler.
- Experience
of planning, scheduling and working on large projects.
- Experienced
in development of both game play and underlying engine and methods.
- History
of creative problem solving with many years of Software Engineering
experience in the games industry.
- Fast
ramp up.
- Trouble
shooter.
- Experinced
with Agile/Scrum development.
EDUCATION
California State Polytechnic
University, Pomona
Computer Science Major
Email : AsimNaseer@gmail.com
Linked In : http://www.linkedin.com/in/asimnaseer
(
Refernces )
DOWNLOAD : Resume
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