Asim Naseer. 
Senior Software Engineer

Email : AsimNaseer@gmail.com

View Asim Naseer's profile on LinkedIn

DOWNLOAD : Resume in pdf format.

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.

 

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.

 

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

 

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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.

 

 

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.

 

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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.

 

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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.

 

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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.

 

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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. 

 

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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.

 

 

 

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