Seasoned software development professional with over 10 years of practical development experience who takes pride in striving for high-quality code, technical excellence, and software performance. Strong knowledge of leading software development practices and toolsets accompanied by proven ability to deliver high-quality code on budget and time. Advanced comprehension of mathematics, hard core algorithm design, computer graphics and
Seasoned software development professional with over 10 years of practical development experience who takes pride in striving for high-quality code, technical excellence, and software performance. Strong knowledge of leading software development practices and toolsets accompanied by proven ability to deliver high-quality code on budget and time. Advanced comprehension of mathematics, hard core algorithm design, computer graphics and computer vision.
Additionally, over 4 years of experience working in the painting and restoration industry on residential, commercial and industrial new and old construction projects.
Programmer @ From May 2013 to Present (2 years 7 months) Journeyman Painter/Applicator @ As a subcontractor for Remdal Painting & Restoration, I've worked in a team-oriented environment on various commercial and industrial projects, specifically in areas demanding high-quality results and attention to detail. Operating boom lifts and airless paint sprayers for optimal efficiency, I've utilized a wide assortment of professional and industrial coatings to meet our customer's requirements and schedules. From May 2011 to May 2013 (2 years 1 month) Senior Software Engineer @ I led the programming and development of our premiere Light Riders game title, as well as Eminem's Relapse: Resistance for Shady Records, and Irene's Spirit for JEG Entertainment.
In addition to these projects, one of my primary roles was heading up the development of our in-house game engine technology for the iOS platform. This included the authoring of an EASTL-like replacement for the C++ Standard Library optimized for embedded and mobile systems, an ARM VFP/NEON SIMD optimized vector math library, a real-time 3D rendering engine built on top of OpenGL, and the game networking subsystem.
Working heavily with clients and other team-members, I often shifted my focus and made many contributions to other game, multimedia, and enterprise application/services projects, employing my expertise at object-oriented design, numerical analysis, digital signal processing, computer graphics and software optimization. From September 2008 to April 2011 (2 years 8 months) Senior Software Engineer @ I was the lead engineer for EyeNote, a mobile device application developed for the US Bureau of Engraving and Printing. EyeNote acts as an aid for the blind or visually impaired, increasing their accessibility to paper currency bank notes. I was responsible for the design, implementation and optimization of the computer vision and object recognition technology that lies at the heart of EyeNote. Developed in two parts--the application itself, and a reusable image analysis/object recognition framework--it was written in a mixture of Objective-C, C++, and ARM assembly language. By carefully layering cutting-edge computer vision and statistical data analysis algorithms, making use of the GPU via OpenGL for image space transformations, and optimizing critical code paths with assembly language and NEON SIMD instructions, I was able to overcome and beat the application's challenging performance requirements. From April 2010 to January 2011 (10 months) Manager/Painter/Applicator @ I supervised staff and helped drive production at many of our job sites for our residential and commercial clientele. I was involved in all facets of logistics, equipment maintenance, staff training, and quality assurance--working directly with our customers to meet their diverse needs, and furthermore helping the team overcome challenging aspects on our numerous projects. Additional responsibilities included finish carpentry, setting up spray-booths and operating airless paint sprayers, as well as spray-finishing doors, trim-work and other surfaces. From September 2006 to September 2008 (2 years 1 month) Software Developer @ As part of a team, I helped contribute to the analysis, design and implementation of an enterprise system for real estate conveyancing, under contract for OneMove Online Systems. Written in C# and ASP.NET, and making use of agile development methodologies, we focused on delivering a high-quality, well-factored code base for ease of extensibility and maintainability into the future. I was additionally responsible for our build process, setting up and maintaining our build server for continuous integration and test-driven development. From September 2005 to August 2006 (1 year) Graphics & Audio Programmer @ Working primarily in C, I developed numerous graphical effects, plugins, subsystems, and tools on top of the Renderware 3D rendering engine/middleware for our game projects. Highlights include implementing advanced particle systems, screen transitions, an offline lightmap generation tool for our static model assets, and a texture atlas generation tool. Moreover, I developed an audio/music abstraction layer over top of DirectSound, which eased the process of sample playback and audio streaming. From November 2000 to October 2001 (1 year)
Computer Science @ University of Northern British Columbia From 2002 to 2005 Jesse Towner is skilled in: C, C++, Objective-C, C#, Java, Python, x86 Assembly, ARM Assembly, OpenCL, OpenGL, Direct3D, GPGPU, Computer Graphics, Computer Vision, Algorithm Design
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