Jon Paul Schelter

36 Charlotte St #304
Toronto, Ontario
M5V 3P7
C: (416) 803-9064
jpschelter [at] gmail [dot] com


Highlights
Experienced software engineer Good knowledge of math and physics
Excellent programming and problem solving skills Excellent communication and interpersonal skills
Excellent research and analytical skills Experienced Leader and Manager

Work Experience
Jan 2006 - Present: Lead Programmer at Bedlam / Groove Games
  • Management of a team of 7 programmers
  • Kung Fu: Deadly Arts on skillground. Responsible for:
    A Kung Fu - themed online head-to-head fighter using Unreal Engine 2.5.
    • Design of a tool chain for visually laying out combat state machines and generating run-time code from the visual diagrams.
    • Combat System design and implementation.
  • The Road to Sparta:
    An unreleased single player game created for the 300 DVD launch.
    • Combat System design and implementation.
  • Development in progress on an 360 Live Arcade game.
Nov 2002 - Dec 2005: Programmer at Rockstar Games Toronto
  • The Warriors for Playstation 2 and Xbox, responsibilities include:
    • Combat and Animation System- design and implementation of combat system, in close coordination with game designers and animators; all in-game animation playback.
    • Animation Tool Chain- developed an exporter for in-game character and scene animation from 3D Studio Max 5, an off-line compressor for animation data and a make-based build system for data processing.
    • Scene Playback System - designed and implemented the in-game scene playback system, which handles interstitial cut-scenes as well as in-game character / object / camera animation for pre-animated sequences.
    • Combat Collision System - designed and implemented a combat collision system.
    • Data Build maintenance- maintenance of linux/cygwin make -driven data build system.
Nov 1997 - Nov 2002: Software and Architecture Designer at Matrox Graphics Inc.
  • Participation in the Design Specification, and Approval of the arb_matrix_palette, ext_vertex_shader, arb_fragment_program, arb_vertex_program, vertex_buffer_object, and OpenGL versions 1.3 and 1.4.
    Planning the June 2002 ARB meeting hosted by Matrox. Obtaining ARB membership for Matrox.
  • Parhelia OpenGL Developer: designing, managing and implementing OpenGL extensions to support Parhelia's pixel processor. Designed and implemented the driver texture compression code for DXT format.
  • Matrox G550 chip architecture, design, specification, documentation, and device driver architecture, design and development for a high performance 3D graphics accelerator ASIC. Responsible for:
    • Transform and Lighting processor: participated in the design of a custom SIMD-RISC processor and its interfaces for the pipelined processing of primitive rendering commands.Precision specification and analysis.Performance Analysis: chip, board and system level.
    • Programmable Setup Engine Module: wrote, tested, debugged and supported all primitive setup code (highly-optimized custom VLIW assembly-language programs) for embedded execution, as well as all driver-level management code.
    • Graphics Driver: participated in the design, development, debugging and support of an integrated graphics driver for the G550 product, including the 2D (GDI) display driver, kernel-level miniport, Direct3D and DirectDraw (DX8), and OpenGL drivers.
  • Tempest chip architecture, design, specification, documentation, and device driver architecture, design and development for a high performance 3D graphics accelerator ASIC. Responsible for:
Dec 1995 - June 1996: Tools Programmer at Gray Matter Inc.

  • modified and added functionality to internal-use 3D modeling tool under SGI Irix and Motif using IrisGL
  • Wrote 2D Palette manipulation tools
  • Supported artwork development on Irix machines using Softimage and Alias|Wavefront software.

Education

References

Available on request.