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Benjamin Guihaire ben@guihaire.com | |
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Strengths
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- Specializing in producing high quality software through the entire cycle: from research to product management and software development to on-time delivery. |
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- Outstanding team-player and communicator. |
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- Proven successful experience at delivering commercial products. |
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- 10+ years experience in object oriented graphic software development. |
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Languages: proficient at C++, C, C#, Java, Assembly, MMX, SSE, OpenGL, DirectX, VRML, any scripting languages (ActionScript, XML, CGI, Python, Perl, Javascript. etc.). |
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Platforms & development tools: Windows, Mac OS X, UNIX, XBOX360, PlayStation3, Wii, XBOX, PlayStation2, GameCube, VisualStudio, CodeWarrior, gcc, Microsoft source safe, perforce. |
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Professional Experience
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2003 – present ELECTRONIC ARTS Senior software engineer for Electronic Arts (EA). EA is the world's leading independent developer and publisher of interactive entertainment software for personal computers and advanced entertainment systems. | |
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« The GodFather » - Rendering Engine Ports from Xbox360 to Wii - Worked on Lightmap, Special effects (FOG, Shadows, Time Of Day Effects) - Port of UI engine, MemoryCard support, LiveUpdate tools support
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« Tiger Wood 2007 » - Lead Engineer for the UI department of the game - Worked on optimizations (using ps3 and xbox360 intrinsic functions, pipeline optimizations, shaders optimizations, vectorization of the code). - Porting of character rendering engine to Ps3. - Creation of new UI renderer for PlayStation3 - Creation of a new panel of authoring tools software to build the UI for Tiger.
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« Tiger Wood 2006 »
- Lead Engineer for the UI department of the game - Porting of the Flash engine, Text engine and SFX engine created for the lord of the rings - Worked on code size and speed optimizations - Creation of the Streaming system - Creation of new UI renderer for PlayStation2, GameCube and XBOX. - Creation of the Flash Renderer for Xbox360, with specific pixel and vertex shaders.
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« The Lord Of The Rings » - The Third Age
Creation of a User Interface System based on Flash for the authoring part. - Creation of the flash exporter – export 3D polygons generated from the swf file. - Creation of the UI renderer and animation. - Optimized for speed and size: polygons « stripifier » , coordinates optimized in 16bits, cache system to manage textures in graphic cards. - Low level code for xbox, gamecube, ps2 graphic cards (first flash « player » with a renderer using the capabilities of the 3D graphic cards)
Creation of a SFX systems for the UI (fog, flares...). - Optimized for 3D cards. - VU code for playstation2. - MMX & DirectX code, optimization of a mathematic library. - Creation of pixel shaders and vertex shaders for XBOX.
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2000 - 2003 VIEWPOINT Lead and senior software engineer for Viewpoint, the leading provider of reach media technology and interactive services for the web, film, broadcast media, and games.
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Lead Engineer on Viewpoint Flash player (VFP) - VFP is used by AIM and AOL desktop system and is installed on 100 millions machines worldwide. - Wrote the Action Script Engine which fully supports Macromedia Flash5 - Ported VFP to Mac. |
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Creator of Zoomview (zoomview sample here!) - Invented, designed and implemented Zoomview, a system to interact with high-resolution digital images (100K x 100K pixels) on the Web over any Internet connection. - Zoomview format was selected by Adobe for photoshop7 for their new web exporter. |
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Lead Engineer on Cable Vision project - Closely collaborated with SONY to add rich media capabilities on their next generation cable-TV machines. - Ported the Viewpoint Plug-in to SONY’s embedded OS. |
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Lead Engineer on Lens Flares (lens flares sample here!) - Created cinematic-quality light reflections which simulate the use of a camera lens and add a subtle realism to 3D images. - Optimized the lens flares engine to enable real-time animation via MMX language.
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Senior Software Engineer for Graphic Technology in Viewpoint - Acted as the decision leader on development strategies and new technologies for the company and mentored team members in software development. - Developed and optimized all the image compression and decompression algorithms used at Viewpoint (wavelet, jpg, mzv...) - Developed multi resolution object movies, panoramas, effects such as real time emboss, cartoon light maps, 3D object illumination systems. - Optimized various components such as the shadow engine for 3D renderer.
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1998 - 2000 METACREATIONS Software engineer for Metacreations, the former leader in 2D and 3D graphics applications for the professional and consumer market.
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CARRARA 3D (carrara web site) - Created the entire shading system of the application. - Implemented framework optimizations. - Worked on image compression algorithms for CARRARA exporters.
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Kaii’s photo SOAP 2 - Designed the retouching part of Soap2. - Developed all the graphic algorithms: filters, real-time color controller, real-time smooth zoom, magic bucket, clone and others. - Added support for Photoshop plug-ins such as KPT filters.
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Ray Dream Studio - Created the SDK for the latest version. - Created a modeler plug-in for RDS that create natural 3D trees.
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1997 CROSAT (Paris) | |
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- Added computer graphics algorithms such as BSP-Tree to a 3D GIS-based simulator.
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1996 SCHOOL PROJECT : | |
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- Created a software to learn and recognize sign language using a glove device with fiber optics sensors. - CNRS (national center for scientific research) granted an award to this project. - Created a 3D engine to display hands in real time. |
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EDUCATION
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1990/1996 ESME Sudria Paris Master’s Degree in Engineering. High school in 5 years with a specialization in computer graphics.
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Bilingual English and French.
References available upon request | |
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FUN AND GAMES:
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- Created a board game LOA (download loa). Developed the Artificial Intelligence engine using Alpha-Beta Pruning algorithm.
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- Kitesurfer and overall water sports enthusiast.
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