مدونة مبرمج معماري

الداعي

مضيفكم وسام البهنسي يرحب بكم.

 

محقق بنزعة برمجية يهوى الألغاز والحديث عن الأمور الغامضة في البرمجيات كالمتغيرات والمؤشرات والرسوميات وأمور أخرى لا يمكننا ذكرها في هذه المساحة المكشوفة كما تلاحظون.

قائمة الصفحات

آخر التدوينات

Wessam Bahnassi – Resume

General Information:
 

  • BC in Architecture Engineering (Damascus University).
  • Arabic as a native language. Excellent in spoken and written English. Basic French.


 

Employment Positions:
 

  • Rendering Programmer at SpaceToon TV: Developing a 3D engine for running interactive characters on live broadcast.
    Duration: 3/2001 to 11/2001.
     
  • 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.
     
  • 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.
     
  • 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:
 

  • Professional in C/C++/C#/VisualBasic programming languages.
  • Professional in JavaScript/VBScript scripting languages.
  • Experience in Application architecture and 3D Engine Design.
  • Development Direction, Leadership, and Project management skills (Microsoft Framework, SCRUM).
  • Multi-platform Programming: Win32/64, Nintendo Gamecube, Nintendo Wii, Xbox, Xbox360, PlayStation2, PlayStation3.
  • High experience in 3D graphics systems (Direct3D, Nintendo GX, libGCM).
  • Good experience in animation and physics systems.
  • Excellent Web Development skills (HTML, CSS, ASP.NET, ADO.NET, LINQ).
  • Experience in relational database systems, modeling and optimization (MS SQL Server and MySql).
  • High experience in game pipelines and data exchange (Softimage, 3dsMax).

 

 

Professional Experience:

 

  • Developed Anbar, a real-time interactive walkthrough virtual reality experience based on DSK/Direct3D.
  • Platform rendering engineer on Army of Two: 40th Day (PS3).
  • Rendering engineer on Army of Two: 40th Day (PC,Xbox360,PS3).
  • Lead animation engineer on Army of Two: 40th Day (PC,Xbox360,PS3).
  • Lead animation engineer on an unannounced next-gen racing title (PC,Xbox360,PS3).
  • Lead rendering engineer on Boogie (Nintendo Wii).
  • Rendering engineer on SSX Blur (Nintendo Wii).
  • Rendering engineer on NHL2007 (PC, PS2, XBox).
  • Gave a talk on advanced animation technology engineering at the Animation Workshop at EA Canada (Procedural Animation Retargeting, Component Animation Systems).
  • Writing and conducting training material in the field of 3D rendering to engineers at EA.
  • Lead programmer and lead graphics engineer on Quraish, a 3D real-time strategy game.
  • Design/architecture/implementation of the DSK engine (based on Direct3D).
  • Developed the DSK|ShaderBass real-time shader development system for Softimage|XSI.
  • Developed the motion capture component for Softimage Co. which is currently employed in Softimage|XSI (Biovision and Acclaim files exchange).
  • Developed MOAVR (Museum of Omayyad Architecture in Virtual Reality), a real-time interactive walkthrough virtual reality experience based on DSK/Direct3D.
  • Softimage Beta tester for Softimage|XSI and the dotXSI file format FTK.
  • Several 3D demo shows.
  • 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:

 

  • Many technical articles about Direct3D on the papers section at inframez.com.
  • Several programming articles for Tronix Magazine covering C++ and DirectX.
  • Proof-read several articles in the ShaderX2 book.
  • Authored a variety of papers in ShaderX3, ShaderX4, ShaderX5 and ShaderX6 books:
    • An Extensible Direct3D Resource Management System.
    • Effect Parameters Manipulation Framework.
    • Shader Visualization Systems for The Art Pipeline.
    • Skinning with AniTextures.
    • Micro-beveled Edges.
    • Cloth without Cloth.
    • Volumetric Clouds and Mega Particles.
    • Designing Plug-in Shaders with HLSL.
    • 3D Engine Tools with C++/CLI.
  • Section editor of 3D Engine Design section in ShaderX5 and ShaderX6.
  • Section editor of Rendering Techniques section in ShaderX7.
  • Section editor of Rendering Techniques section in GPUPro.
  • Coverage stories for major industry events on the Arabic Game Developer Network.

 

 

Community Activities and Awards:

 

  • Continuous contributions to Microsoft online communities microsoft.public.win32.programmer.directx.graphics, DirectXDev, and the MSDN Game Technology Forums.
  • Supervision of the Arabic Game Developer Network (agdn-online.com).
  • Local-area free game programming training.
  • Awarded as Microsoft Most Valuable Professional in DirectX for 2003, 2004, 2005, 2006, 2007, 2008 and 2009.

 

 

Hobbies and Interests:

 

  • Old-time gamer (adventure and action computer games).
  • Novelty and content authoring.
  • Music (playing electric guitar).
  • Electronics and interfacing.