graphitemaster resume in Markdown
# Dale Weiler
Timmins, ON, Canada
- e-mail: weilercdale@gmail.com
- github: https://www.github.com/graphitemaster
- linkedin: https://www.linkedin.com/in/dale-weiler-128b213b/
# Programming Skills
- Programming Languages: C, C++, C#, Python, Lua, Bash
- GPU Programming: GLSL, ESSL, ARBvp/ARBfp, NVvp/NVfp, NVIDIA Cg, RSL
- CPU Programming: x86, x86_64, ARMv4, ARMv6, ARM VFP, ATmega328 assembly
- GPU APIs: OpenGL 3+, OpenGL ES 2+, WebGL, Direct3D 9+, Vulkan, RenderMan
- Knowledge of frameworks, SDKs, engines and libraries: Qt 4+, SDL, SDL2, Allegro, OpenGL 3+, OpenGL ES 2+, Windows API, POSIX, Direct3D 9+ HLSL (SM 2.0 - SM 4.0), LLVM, NanoVG, NanoGUI, Recast, Blender Engine, RenderMan, CryEngine, Cube2, Gamebryo, ioQuake3, idTech4
- Source control experience: Git, Mercurial, Subversion, CVS
- Build tool experience: make, CMake, qmake, Premake, Ninja, GYP, Autotools, M4 macros, Gradle, MSBuild, Jam, Rake, SCons, Waf
- Continous integration experience: Jenkins, TeamCity, TFS, Travis CI
# Languages
English
# Education
- Electrical Engineering and Computer Science,
MIT Open Course Ware, September 2014 - June 2016.
- Completed all assignments and exams
- Not a credit-bearing, or degree-granting initiative
- Self taught
# Work Experience
Buckeye Software, Inc., Timmins, ON, Canada, CEO, March 2018 - Present.
- Owner and operator
- Creating middleware for the entertainment industry (software occlusion library called Pluck, SIMD anywhere, Rex game engine)
FFIPCO Technologies Mahwah, NJ, United States, Contract (on and off), March 2018 - August 2020.
- Additional contract work on the Kobalt engine (client of).
Pebbles Digital Media, Mahwah, NJ, United States, Lead, August 2016 - March 2018
- Build flagship digital media engine Kobalt
- Owned and developed all engine systems including: audio, networking, graphics, physics, scene management, scripting
- Designed for advertisement industry, ran on a wide range of hardware including tablets and multiple display billboards
Kot-in-Action Creative Artel, Del Rio, TX, United States, Contract work, November 2015 - January 2015.
- Introduced improved stencil shadows to idTech4
- Rendering optimizations for skinned meshes
- Updated “dmap” offline map compilation pipeline to support new features
Contributed to:
Wayforward Technologies, Inc., Santa Clarita, CA, United States, Engine Programmer, July 2012 - August 2013.
- Engine and tools programming
- Build optimizations
- Developed optimized containers and APIs for game programmers
Contributed to: