Software Development Consultant @ Genius Factor Games Inc.
Principal Software Engineer, Director of Engineering @ AfterCAD Software
Over a decade of hands-on architecture and development with game technology, real-time rendering, game engines and connected services and web applications. Creator of bleeding edge personal game streaming with remote play, HTML5 mobile game engines and distributed fault-tolerant systems. Comfortable with numerous languages and technology stacks from back to front. Huge believer of the resurgence of the
Over a decade of hands-on architecture and development with game technology, real-time rendering, game engines and connected services and web applications. Creator of bleeding edge personal game streaming with remote play, HTML5 mobile game engines and distributed fault-tolerant systems. Comfortable with numerous languages and technology stacks from back to front. Huge believer of the resurgence of the web as the future of visualization, gaming and other rich content.
Specialties: HTML5 game and visualization engines. Desktop and mobile web applications. Research and development. Cloud gaming technologies. End-to-end architecture. Remote team management. Product direction and risk evaluation.
I work with leadership teams, stakeholders, software engineers and architects, to bridge the gap between business objectives and practical solutions that fit within timelines, budgets, workforce expertise and existing technology infrastructure. From July 2012 to Present (3 years 6 months) Software Development Consultant @ From 2012 to 2013 (1 year) CTO @ Research & Development, Principal Architect and Team Builder for the GameString Platform
The GameString Platform enables the mass broadcast (known as GameCasts) of games played on a typical computer to friends and the general public though connected computers and mobile devices. Viewers can socialize between each other and with the primary gamer via chat and a merit-based award system. Also gives gamers the ability to step away and play their games remotely.
A common code base enabled the team to build native applications across Mac, Windows, Android and iOS. Also created GameString Touch UI, a mechanism for mapping touch-based user interfaces to keyboard and mouse-oriented gaming input across small and large-format mobile devices and multiple games.
Core responsibilities included research, technology evaluation, project management using Agile methodologies, mentoring and hands-on software development. From January 2010 to July 2012 (2 years 7 months) CTO @ Responsible for primary research and development, project management and building of engineering teams. Diversiﬁed the product-line of our small start-up company to include:
• Web-based conversion of 2D and 3D CAD assets into a SaaS service for the purposes of sharing, visualization and annotation; included various sub-systems: a load-balanced conversion job system, parsing and rendering of a range of graphic formats including AutoCAD, MicroStation and PDF and rendering of 3D models in a browser.
• Geo-location and rasterization of map content from PDF sources into web-standard formats, featuring multiple layers of visual data ranging from building information systems to interactive 3D models.
Related technologies: CAD file formats (DWG, DGN, DXF), rasterization with OpenGL, Flash, Unity3D
Related patents: 20090309893 and 20100045662 From April 2009 to January 2010 (10 months) Vancouver, Canada AreaDirector of Engineering @ From December 2004 to January 2010 (5 years 2 months) Software Engineering Consultant @ Software Engineering and Consulting Services From 2001 to 2004 (3 years) Software Engineer @ Contributed to the development of many highly successful computer game titles by delivering build, test and documentation (contributed to open source Doxygen) tools, cross-platform graphic drivers (3RASH) and image processing tools (GX). Directed a number of small development teams. From December 1994 to June 2003 (8 years 7 months) Software Developer @ Developed solutions for tracking customers and serial numbers for CD-based software DRM. From 1991 to 1992 (1 year) Calgary, Canada AreaSoftware Engineer @ Developed client-server solutions for tracking pipeline incidents across pipeline network. From 1991 to 1991 (less than a year)
B.Sc., Computer Science, Computer Graphics Specialization @ Simon Fraser University From 1989 to 1994 Kenney Wong is skilled in: Streaming Media, Mobile Games, Cloud Computing, Private Cloud, Windows Azure, Software Engineering, Agile Methodologies, .NET, C#, C++, C, Web Services, LINQ, XML, AJAX