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General Information:
Employment Positions:
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Rendering Programmer at SpaceToon TV: Developing a 3D engine for running interactive characters on live broadcast. Duration: 3/2001 to 11/2001.
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Lead Programmer at Dar Al-Fikr: with a team of 4 programmers to develop the first Arabic real-time strategy game (Quraish). I was responsible for writing the game’s 3D rendering code, and was highly involved in AI programming. Duration: 1/2002 to 12/2005.
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Lead Programmer at In|Framez: for the DirectSkeleton 3D engine project (the company’s flagship product). The game (Quraish) was powered by this engine. Duration: 4/2000 until now.
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Software Engineer 2 at Electronic Arts Inc.: in the field of rendering and animation engineering for next-gen games. Duration: 4/2006 until now.
Technical Competencies:
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Professional in C/C++/C#/VisualBasic programming languages.
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Professional in JavaScript/VBScript scripting languages.
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Experience in Application architecture and 3D Engine Design.
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Development Direction, Leadership, and Project management skills (Microsoft Framework, SCRUM).
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Multi-platform Programming: Win32/64, Nintendo Gamecube, Nintendo Wii, Xbox, Xbox360, PlayStation2, PlayStation3.
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High experience in 3D graphics systems (Direct3D, Nintendo GX, libGCM).
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Good experience in animation and physics systems.
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Excellent Web Development skills (HTML, CSS, ASP.NET, ADO.NET, LINQ).
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Experience in relational database systems, modeling and optimization (MS SQL Server and MySql).
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High experience in game pipelines and data exchange (Softimage, 3dsMax).
Professional Experience:
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Developed Anbar, a real-time interactive walkthrough virtual reality experience based on DSK/Direct3D.
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Lead animation engineer on an unannounced next-gen racing title (PC,Xbox360,PS3).
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Lead rendering engineer on Boogie (Nintendo Wii).
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Rendering engineer on SSX Blur (Nintendo Wii).
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Rendering engineer on NHL2007 (PC, PS2, XBox).
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Gave a talk on advanced animation technology engineering at the Animation Workshop at EA Canada (Procedural Animation Retargeting, Component Animation Systems).
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Writing and conducting training material in the field of 3D rendering to engineers at EA.
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Lead programmer and lead graphics engineer on Quraish, a 3D real-time strategy game.
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Design/architecture/implementation of the DSK engine (based on Direct3D).
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Developed the DSK|ShaderBass real-time shader development system for Softimage|XSI.
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Developed the motion capture component for Softimage Co. which is currently employed in Softimage|XSI (Biovision and Acclaim files exchange).
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Softimage Beta tester for Softimage|XSI and the dotXSI file format FTK.
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Several 3D demo shows.
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Developed three dynamic web sites (arabtronics.com, inframez.com, agdn-online.com) based on Microsoft platforms (ASP, ASP.NET, MS Access, and MS SQL Server).
Publications:
Community Activities and Awards:
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Continuous contributions to Microsoft online communities microsoft.public.win32.programmer.directx.graphics, DirectXDev, and the MSDN Game Technology Forums.
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Local-area free game programming training.
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Awarded as Microsoft Most Valuable Professional in DirectX for 2003, 2004, 2005, 2006, 2007, 2008 and 2009.
Hobbies and Interests:
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Old-time gamer (adventure and action computer games).
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Novelty and content authoring.
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Music (playing electric guitar).
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Electronics and interfacing.
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