Lee Thomas Mitchell
8612 Venezia Dr #2317
Orlando, FL 32810
Phone: (810)-300-9966
Email: leemitchell@ltmitchell.com
Web Site: http://www.ltmitchell.com
OBJECTIVE:
· Bring my lifelong passion of programming to every project
· Make the best games available on the market
· Take on any programming task and overcome it with skillful and talented programming practices
· Infuse my energy, leadership, and work ethic into each and every project I am a part of
QUALIFICATIONS:
· C/C++, C#. Objective C, Java, Basic, Python, Action Script, HTML, XML, PHP, MEL Script, .NET Framework, Mono Framework
· Network Engineering (Windows and Berkley/Linux Sockets), TCP/IP, Deterministic Synchronized Transmission
· Direct X 9, 10, 11, XNA, OpenGL SDK's
· PS3 SDK, PS4 SDK, Xbox 360 SDK, Xbox One SDK
· HLSL, GLSL
· Unity 3D Engine
· Visual Studio, Eclipse, XCode, Android SDK
· GIT, Perforce, Source Safe, SVN
· SQL, Database Design and Maintenance, Hadoop
· Unix/Linux Based Systems
· Calculus, Linear Algebra, Physics
Professional Projects:
2013 – Present: Software Engineer II, Madden 25 (Electronic Arts, Tiburon): As part of the team that produces Americas #1 selling sports title, I am an essential part of the online game mode and digital services. My focus is online, and more specifically, the Ultimate Team game mode. My areas of responsibility include:
· Creation of new online based gameplay modes and features for Ultimate Team
· Creation of server components and optimization of existing server components
· Maintain and optimize a data backend that services millions of users
· Maintaining and refining Online Team Play (3 on 3 multiplayer games)
· Maintaining file downloading and access
· Managing user lobby components
· Improve online stability and consistency
· Managing user metrics tracking
· Implement and optimize streaming video systems
2012 – 2013: Software Engineer, NCAA Football 14 (Electronic Arts, Tiburon): At EA, I was lucky enough to work on one of the most storied and successful sports game franchises in video game history. I was part of the Online Engineering section and my work included:
· Created the new Head to Head Seasons mode for NCAA Ultimate Team
· Enabled digital download functionality that allows users to enjoy a full preview of the title and upgrade it to the full game at launch
· Created and implemented PS3 and Xbox 360 trophies and achievements
· Optimized existing client and server code, including optimizing memory usage, RPC calls, network stability, database usage, and bandwidth usage
· Constructed and refined UI elements
· Implementing stability patch upgrades
2012 – Present:CTO, Trolley Mobile Payment Processing App (Trolley Mobile, LLC): Trolley Mobile is one of the best mobile payment processing applications on the iOS marketplace. I was approached by the company to evaluate their product and rebuild it to reach its fullest potential. Highlights include:
· Rebuilt entire codebase to get the best performance on mobile devices, while developing logic and UI for Cash, Credit, Debit, and ACH processing
· Created and developed new functionality and innovations to enhance customer productivity and help customers expand their businesses through better sales tracking and metrics
· Created cross platform backend to share customer and inventory data between all of a user’s devices
· Lead company in all tech decisions and evaluated the direction of the flagship application and expansion of the brand
2010 – 2012: Lead Programmer, Harold (Moon Spider Studio): Harold was the first title from the Miami based Moon Spider Studio. A hybrid of the racing/platformer/puzzle genres, I was in charge of implementing almost every aspect of the gameplay code development. Some of the highlights include:
· Diverse input and gameplay mechanics for over 20 distinct obstacles
· Player and Opponent runner AI, path finding, and game mechanics
· Photoshop / Flash simulating shaders for color manipulation and blending to save huge amounts of memory
· Custom heat and input based distortion shaders
· Maya integration into Unity3D
· Root motion model animation support tools and integration
· Lead Developer Contact for Sony PlayStation Development
· HUD, Menu Systems, UI Systems
· Mentored and guided other engineers and established best practices
2008 – 2010: Lead Programmer, Crap Shooter (Private Investment Group): A wild new take on the 2D platformer, it was a mix of beautiful and lush graphics as well as fast paced shoot ‘em up gameplay. Highlights include:
· Designed and implemented an XNA based engine specialized in 2D rendering and interaction
· Custom 2D collision system, player input mechanics, over 10 distinct enemy AI systems
· UI, Menu Systems, Level State Management and Loading Systems
· Multithreaded rendering and collision systems.
EDUCATION:
2008-2010 Bachelors of Science: Game Programming, University of Advancing Technology
· Graduated Summa Cum Laude (4.0 GPA), University of Advancing Technology
· Member Alpha Beta Kappa National Honor Society
2003-2006 Associates of Science: Computer Programming, St. Clair County Community College