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.