RUSSELL BOROGOVE (formerly Bornschlegel)
16 Hill Street #1, San
Francisco, CA 94110
email:
russellb@estarcion.com
phone: (415) 970-0072
OBJECTIVE
To work with
smart people, meet new technical challenges successfully, and learn as much as
possible.
SKILLS
Languages: C++, ANSI C,
Perl, various assembly languages.
Embedded System (Game
Console) Experience: Nintendo Gamecube and SNES, Sony Playstation and
Playstation 2, Sega Dreamcast and Genesis.
Operating Systems Used:
Windows (9x/NT), Unix (FreeBSD, Irix, Linux), MacOS.
3D API environments: Direct3D, Glide, OpenGL, NetImmerse
Writing: User and technical
documentation and tutorials.
WORK
EXPERIENCE
Independent
Contractor / Software Engineer, 2/2002-4/2002
·
Did a feasibility analysis of conversion of the game Half-Life from
PC/PS2 to Nintendo Gamecube for Gearbox Software.
BLUE
PLANET SOFTWARE, San Francisco, CA / Senior Engineer, 5/2001 to 1/2002
·
Wrote tools, graphics and sound code for the game Tetris Worlds on
PC and PS2.
CAPTIVATION
DIGITAL LABS, El Granada, CA / Software Architect, 2/1997 to 1/2001
·
Technical
lead and primary programmer on conversion of the game Half-Life from PC to Dreamcast. Adapted game engine to
limited-memory environment and converted rendering code from OpenGL to
Dreamcast Direct3D.
·
Technical
lead for completion of PC-based game Sid’s
Create-a-Toy. Focused on performance optimization of DirectDraw graphics
and resource management.
·
Developed a
technology demonstration for launch of 3dfx Voodoo3 hardware, adding Glide
support to an in-house graphic rendering engine and developing particle system
effects code.
·
Technical
lead and primary programmer for a GameSpy-like Internet game client-server
matching system.
·
Primary
programmer for completion and localization of PC game Lose Your Marbles. Added network play.
·
Designer
for Quake modification Da Bomb for
Segasoft’s HEAT.NET gaming service. Contributed to game design. Designed and
constructed 6 multiplayer levels.
·
Assisted in
system administration and maintenance duties in a small startup environment.
RUSSELL BOROGOVE (formerly Bornschlegel)
16 Hill Street #1, San
Francisco, CA 94110
email:
russellb@estarcion.com
phone: (415) 970-0072
WORK EXPERIENCE continued
Independent
Contractor / Programmer, 9/1996 to 2/1997
·
Converted
game logic and AI code for conversion of the game Armed from Saturn to Playstation.
SEGA
OF AMERICA, Redwood City, CA / Software Engineer, 8/1995 to 8/1996
·
Developed
prototypes for games for the Sega Saturn console.
·
Developed
system library software for post-Saturn console.
ACCOLADE
INC., San Jose, CA / Game Programmer, 8/1990 to 8/1995
·
Developed
AI, network, and playfield generation code for PC game Deadlock.
·
Developed
tools, music and AI code SNES/Genesis game Fire Team Rogue.
·
Developed
firmware for SNES and Genesis development systems.
·
Developed
art and sound/music tools and code for SNES, Amiga, and PC.
BALLARD
SYNERGY, Cupertino, CA / Junior Software Engineer, 2/1990 to
7/1990
·
Developed
SCSI device drivers, benchmarks, configuration, and test programs for PC and
Macintosh.
ROYAL
COMPUTER GRAPHICS, Sunnyvale, CA / Sysadmin/Programmer, 3/1989
to 1/1990
·
Maintained
and debugged CAD software and administered Silicon Graphics workstations.
RAYTEL
SYSTEMS CORP., Santa Clara, CA / Student Programmer, 7/1988 to 9/1988
·
Wrote
image-processing software for medical imaging workstations.
EDUCATION
Computer
Graphics Programming Certificate Program, 9/1987 to 6/1989
Foothill Community College,
Los Altos Hills, CA
A FEW INTERESTS
Computer games, role
playing games, wargames, electronic music composition and software development,
science and science fiction.
REFERENCES
Professional and personal references are available on request.