★ Because Code is Beautiful and Powerful ★
My Mission
♦ Help and Serve
♦ Uplift and Inspire
♦ Create Elegant Solutions
♦ Learn and Grow
♦ Leave the world better
♦ Have fun doing it!
Summary
* Accomplished, senior professional software engineer for 24 years
* Inventor on 2 patent applications
* Two personally-developed apps published (iOS and Android)
* Certified Bitcoin Professional and author of hxBitcoin open source crypto library
* 27 released commercial video game titles across 40 SKUs
* Electronic dance music producer; fluent in Thai language
RECRUITERS: At this time I'm not looking for work in the games industry; but please feel free to reach out with non-games opportunities!
Principal Software Engineer @ From December 2015 to Present (1 month) San Francisco Bay AreaProducer @ EDM producer - house and trance. From February 2013 to Present (2 years 11 months) San Francisco Bay AreaSenior Software Engineer @ - Personal focus on code reliability, engineering discipline, player experience, and core systems architecture
- Game server architect
- Game client (Flash, iOS, and Android) and server programming
- Wrote a multi-threaded Java framework that enables game server engineers to focus on creating a great game and not complex concurrency issues
- Game server framework used by multiple projects
- Instrumented game server for custom performance and experience metrics using New Relic
- Game server logging and automated error reporting
- Set up and maintained continuous integration server
- Primary author and maintainer of unit and integration tests
- Wrote code generator to provide serializeable messages between Java server and AS3 client
* Serializes to binary and JSON
* Binary serialization includes unique security features
- Load testing (JMeter, Charles Proxy, BlazeMeter)
- Key diagnoser of complex technical issues
- Java, ActionScript 3, Python, C#, JavaScript, JSP, XML, HTML, CSS
- Netty, Tomcat, NetBeans, FlashDevelop, FlashBuilder
- Some exposure to back-end and infrastructure: Amazon AWS (EC2, CloudFormation, S3), Graylog, ElasticSearch, Loggly
- Adobe AIR and Xamarin/Mono on iOS From August 2011 to August 2015 (4 years 1 month) Director, Software Engineering @ * Skylanders: Spyro's Adventure - winner of 2011 AIAS Outstanding Innovation in Gaming award.
* Managed staff of 11 programmers. Technical hiring; scheduling; budgeting; performance reviews; compensation decisions. Introduced engineering test to hiring process. Instituted regular programmer meetings.
* Architect and author of peripheral communication interface, RFID tag storage layout, and cross-platform peripheral and toy access API. Authored hardware technical design document. Technical coordination and support for hardware, peripheral, and toys across 9+ teams. Offline analysis of USB traffic and other testing procedures to ensure correct use of hardware.
* Championed and implemented instrumentation and data mining of content authoring pipeline. One resulting process change saved 8 man hours per day across the studio. Client-side API and server back end (Apache, MySQL, PHP).
* Implemented content build farm to reduce game disc turnaround time.
* Designed Wii SKU's online features.
* Central liaison between engineering and other departments. Technical support for content creators.
* Worked with IT to determine infrastructure and studio equipment needs.
* General engineering, troubleshooting, and optimization of game engine and proprietary authoring tools.
* Introduced automated building, unity building, and unit testing to code build process.
* Overhauled code build process and eliminated "voodoo."
* Moved studio to Perforce revision control. Implemented Perforce source control integration into studio's proprietary authoring tools.
* Inventor on 2 patent applications. From September 2008 to August 2011 (3 years) Software Engineer @ Hellgate: London (Windows)
Tony Hawk's American Wasteland (GameCube)
Army Men: Sarge's War (PS2/Xbox/Windows) From July 2002 to September 2008 (6 years 3 months) Lead Engineer, Library Technologies @ * Lead developer of Visual Concept’s cross-platform engine
* Primary developer of Visual Concept’s acclaimed 3D engine for Dreamcast, which enabled never-before-seen console sports games at 60 FPS
* Wrote a Pentium-optimized software rasterizer which supported texturing, shading, and translucency; it significantly outperformed DirectX on systems without graphics acceleration and enabled wide distribution of NBA Action ’98 From 1996 to 2002 (6 years) Software Engineer @ * Authored proprietary game engine and games in 68000 assembly From June 1991 to January 1993 (1 year 8 months)
High School @ Illinois Mathematics and Science Academy (IMSA) From 1988 to 1991 Chuck Batson is skilled in: Xbox 360, Perforce, Game Development, Video Games, PS3, Wii, Game Design, Game Programming, Xbox, Gameplay, ActionScript, Mobile Games, Cross-platform Development, 3D Studio Max, Python, Java
Websites:
http://RumbleEntertainment.com