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