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(425) 283-3595 / treed0803@gmail.com

Personal: trentreed.net 

GitHub: github.com/TReed0803


Overview

Seeking a position with a personally unfamiliar technology to grow as a developer. Knowledgeable about data-driven design for rapid iteration, working in small teams, and being a highly independent abstract-problem solver. I enjoy making great tools that developers enjoy using.

Languages

Developer Tools

Mathematics

Domain-Specific

C, C++, C#
SQL, U-SQL
Lua, JavaScript

Bash

CMake, QMake

Visual Studio, Qt Creator
CLion, Valgrind

Git, Mercurial, SVN

Linear Algebra
Statistics, Probability

Calculus, Physics
Algorithms

Azure, Web Services

GTest, Cont. Integration
OpenGL, Compilers
Linux systems, ALSA


Work Experience

Microsoft - Software Engineer

Jun ‘15 - (Current)

  • Working with Azure technologies to enable internal services (Cloud Storage, REST APIs, Services).
  • Deployed and hotfixed preproduction and production environments for internal packaging systems.
  • Designed and implemented an API for tracking and reporting packaging payloads (C#, SQL Server).
  • Delegated and gave feedback on multiple features based on payload API (design, review, feedback).
  • Crunched large amounts of data for processing and visualization (SQL, U-SQL, KendoUI).
  • Built extensions when existing tools lacked functionality (U-SQL extensions, C# applications).
  • Designed, architected, and maintained several general-purpose, high-impact data streams.
  • Made servicing decisions based on the results of the data sets (filed bugs, monitored releases).

 
Open Source

OpenSK - Cross-Platform Streaming Toolkit

May ‘16 - (Current)

  • Creating utilities using the API as it is being developed to understand impact of API design decisions.
  • Became proficient with Advanced Linux Sound Architecture (ALSA), specifically PCM streams.
  • Iterating on API specifications as more intricacies of the abstraction become apparent.

Karma - Modern OpenGL Framework

Jan ‘15 - Apr ‘15

  • A configurable multi-pass deferred renderer with class encapsulations of the OpenGL API.
  • Physically Based Rendering, Image Based Lighting, Filmic Tonemapping (via. Naughty Dog).
  • Per-Fragment Motion Blur, Area Lights, SSAO, Soft Shadows, swappable BRDF subroutines.
  • Published technical documents outlining implementation (http://www.trentreed.net/topics/opengl/).


School Projects

Ping - 3D Perception-Based Horror

Jul ‘13 -  Jul ‘14

  • Wrote a reflection system that allowed deeper type-introspection of C++ classes.
  • Leveraged reflection system for easy Lua interfacing (types, function, methods, C++/Lua binding).
  • Created a cross-platform, type-safe, hot-swappable resource management system.


School

DigiPen Institute of Technology - Redmond, WA

Bachelors of Science in Computer Science in Real-Time Interactive Simulation

  • Magna Cum Laude, Student of the Year (2014), Dean’s List (several)

Aug ‘11-May ’15