Resume
Name: Gerke Max Preussner
Email: hello@gmpreussner.com
Phone: +1 919 480 2424
Twitter: @gmpreussner
GitHub: github.com/gmpreussner
Portfolio: gmpreussner.com/portfolio
Pinterest: pinterest.com/gmpreussner
LinkedIn: linkedin.com/in/gmpreussner
SlideShare: slideshare.net/GerkeMaxPreussner
Since 1998 I have directed, led and implemented the technical aspects of over 70 projects with budgets ranging from some ten thousand to several million dollars. In Summer 2018 I created my own consulting company that helps other studios and institutions succeed with Unreal Engine technology.
Historically, I specialize in the design and implementation of software frameworks, and the integration of hardware and software components into game engines. In recent years my focus has shifted to game console and tools development. I also have experience developing e-commerce and web sites.
I have a strong background in object-oriented design patterns, primarily in C++ and C#, and I am continuously learning other methodologies, such as test-driven development, functional programming and domain-driven design for robust, highly reusable, extensible and maintainable software.
In my free time I like to explore non-mainstream programming languages, graph databases and machine learning. I'm very passionate about software architecture and user interface design. I actively engage in fine arts and philosophy. I am also a devoted philatelist.
Education
University of Rostock
M.S. Computer Science
- (6 yrs)
Rostock, Germany
Studied computer science with a minor in computer graphics and media technologies.
- Two academic and two industry internships
- Thesis: Efficient Storage of Imposter Textures for the Real-time Rendering of Complex 3D Scenes
- Grade: Summa cum laude
Student Assistant
- (2.6 yrs)
Rostock, Germany
Assisted several research projects in web and embedded systems, and provided supplementary work for post-graduate theses.
- Institute for Technical Computer Science, Prof. Tavangarian
- Institute for Technical Computer Science, Dr.-Ing. Hochberger
Experience
Headcrash Industries
Founder & CEO
Since
Helping game & simulation companies succeed with Unreal Engine.
- Technical support, code reviews & bug fixing
- Engine upgrades, customization & tools development
- Hardware, software & plug-in integration
- Porting to console, mobile & VR platforms
- Infrastructure & workflow improvements
- Performance analysis & optimization
- Online & on-site training
Epic Games
Sr. Engine Programmer (Sequencer Team)
- April 2018 (2.9 yrs)
Cary, NC, USA
Designed and implemented Unreal Engine 4's cinematic and media tools.
- Created the initial production version of the Sequencer cinematic tool set from a prototype and prepared it for development by multiple programmers
- Designed and implemented the Media Framework API
- Implemented media player plug-ins for Android, iOS, Linux, macOS, NDI, PS4, Switch, VLC, Windows, and XboxOne
- Implemented pixel and color space conversion shaders
- Added support for media streaming and real-time video compositing
- Extended core engine features for asynchronous programming, container and value types, time management
- Participated in creation of several technology demos and short films
Sr. Engine Programmer (Tools Team)
- (1.4 yrs)
Cary, NC, USA
Helped design and implement Unreal Engine 4's development environment.
- Improved and extended the Slate user interface framework
- Contributed to the improvement of the Unreal Editor tools suite
- Designed and implemented unified settings API for Editor and game projects
- Introduced various new programming concepts to the Engine core
- Restructured and modularized Engine code base into plug-ins
- Helped design the Unreal Engine Launcher application
- Presented training materials at various conferences
- Supported licensees and industry partners
Sr. Engine Programmer (Platform Team)
- (2 yrs)
Cary, NC, USA
Made the world's best video game engine available on next generation game consoles and mobile devices (Android, iOS, PlayStation 3, and Xbox 360).
- Designed and implemented device management and deployment tools
- Designed and implemented message bus infrastructure
- Helped implementing performance profiling tools
- Ported HLSL shaders to AGAL to run Unreal Engine in Flash
- Developed and maintained automated build system and CIS infrastructure
- Worked on distributed render farm, and crash analysis and reporting
- Implemented automated testing framework & unit tests
Finger Puppet Games
Co-Founder & VP of Technology
- (1 year)
Cary, NC, USA
Created a startup company for entertainment video games with tactile, social and collectible elements.
- Game programming using Unreal Engine 3 for iOS and Android
- Established company's technological server infrastructure
- Programmed game middleware and back-end systems
- Supported all areas of business development and corporate strategies
Virtual Heroes / ARA
Technical Director
- (4 yrs)
Raleigh, NC, USA
Led the company's software engineering team with focus on rapid prototyping, development and systems integration in the field of Serious Games.
- Developed prototypes and full-scale programs for over two dozen military, medical, educational and commercial immersive simulation applications
- Designed and developed company's proprietary rapid-prototyping game framework and middleware for the HumanSim and SimWars platforms
- Integrated motion platforms, auto-stereoscopic and AR displays
- Integrated and extended human physiology simulation engine
- Software components integration and tools development
- Supported production and business development teams with technical feedback, cost estimates and hiring
- Supported company's appearances at various trade shows and conferences
- Reverse and re-engineering of file formats and APIs
Sr. Software Engineer
- (9 mos)
Cary, NC, USA
Led the development of and implemented half a dozen Unreal Engine based Serious Games and game based simulation and virtual world applications.
- Game logic, user interface, and back-end development
- Integrated human interface devices and biometric sensors
- Collaborated with clients and external partner companies
- Prepared technical documentation and internal guidelines
- Helped maintaining build system infrastructure
General Dynamics
Sr. Software Engineer
- (1.5 yrs)
Orlando, FL, USA
Worked on multiple applications for video game-based military training and simulation.
- Designed and implemented the prototype of distributed convoy training simulator based on Unreal Engine gaming technology
- Created world's first fully integrated LVC simulator
- Directed collaborative effort of all internal and external development teams, including LaserShot, Electronic Warfare Associates and Saab
- Integrated various technologies such as JCATS, Janus, FBCB2, OTBSAF, MetaVR, LaserShot, Polhemus, and 3D terrain databases
- Upgraded and integrated the RWA helicopter simulator
- Designed and implemented DIS/HLA middleware for game based simulators
- Implemented the Convoy Leadership Decision Trainer (CLDT)
- Prepared and conducted technical aspects of the company's appearance at NGAUS and I/ITSEC conferences
- Installed and maintained project's technical infrastructure
Atlantis Cyberspace
Project Lead
- (6 mos)
Orlando, FL, USA
Continued to develop VR applications for military tactical combined arms simulation and training.
- Supervised on-site team of developers
- Ported the video game America's Army to the company's VR middleware
- Integrated various hardware and software components, such as MAK GameLink, Polhemus Liberty, Anteon Mobile MOUT, Immersion CyberGlove, and wireless weapon systems
- Integrated military training simulations Janus and JCATS via DIS
- Created 3D replicas of buildings from real world blueprints
- Prepared and conducted technical aspects of the company's appearance at NGAUS and I/ITSEC conferences
Lead Programmer (Contractor)
- (2 mos)
Honolulu, HI, USA
Helped transition the company's VR platform from entertainment to military training applications.
- Implemented physics based vehicle simulation in America's Army game
- Added vehicle support to IGS system
- Implemented and adapted application specific video game code and content
Lead Programmer
- (8 mos)
Honolulu, HI, USA
Developed software and components for the company's IGS system, which was a virtual reality platform for theme parks.
- Supervised on-site team of developers
- Ported the video games Quake, Quake 3, Unreal and Unreal Tournament for use in VR applications
- Improved control center software
- Maintained company's technical infrastructure
Kamehan Studios
Sr. Game Developer
- (2.6 yrs)
Paris, France
Programmer, Graphics Artist and Level Designer for the then popular video game TacticalOps: Assault on Terror, which was released by Atari in . I worked on this part time while getting my master's degree in computer science.
- Designed and implemented various aspects of the game
- Helped transition the game from game mod to commercial release
- Created and maintained German community website tactical-ops.de
- Created and maintained product website tactical-ops.to
Infineon Technologies
Software Engineer
- (6 mos)
Munich, Germany
Worked as a web frontend and backend developer on the company's e-commerce platform in an international team of around twenty people.
- Developed, implemented and documented web components in JSP
- Introduced concepts and development methods to increase efficiency
- Designed web and software prototypes
- Created learning materials
Skills
Throughout my career I have worked with and used a large number of frameworks, paradigms, platforms, technologies, and tools.
Art: Blender, Gimp, InkScape, Paint.net, Photoshop
Compilers: Clang, CodeBlocks, Delphi, GCC, IDA Pro, SoftICE, Visual Studio, Xcode
Databases: MongoDB, mySQL, Neo4j, SQL Server
Game Engines: Quake, RWA, Unreal Engine, Vicious Engine
Graphics: AGAL, DirectX, HLSL, OpenGL, Vulkan
GUI: Cocoa, MFC, Qt, Scaleform, Slate, Swing, Ultimate++, VCL, WinForms, WPF, wxWidgets
Integrations (Hardware): 3Dconnexion, ACS Motion Control, CyberGlove, EmSense, InterSense, LaserShot, Leap Motion, Logitech 3Dx & LED, OrganicMotion, Kinect, Myo, Novint, Philips WOWvx, Polhemus, RF smart tags
Integrations (Software): ASC, AVF, Bink, MAK GameLink & VRLink, Newtek NDI, ODBC, RoQ, Scaleform, Soar AI, Steam, Umbra Culling, WMF
Languages: English (bilingual), German (native), Russian (beginner), Spanish (beginner)
Office: Google, Libre, Microsoft, Visio
Operating Systems: AmigaOS, ArchLinux, Cisco, Gentoo, iOS, macOS, Solaris, Windows
Paradigms: Domain-driven, functional, object-oriented, reactive, test-driven
Platforms: Android, BeagleBone, Lynx, PC, PS3, PS4, PSP, Raspberry Pi, Switch, Xbox 360, Xbox One
Programming: Asm, Basic, C, C++, C#, D, Java, Haskell, Lisp, Lua, Nim, Pascal, Scala, UnrealScript
Project Management: Agile, Bugzilla, Doxygen, Hansoft, Project, Jira, Scrum, TTP
Simulation: DIS, FBCB2, HLA, Janus, JCATS, MetaVR, OneSAF, OTBSAF, SIMNET, VRLink
Version Control: Alienbrain, CVS, Git, Perforce, PVCS, Subversion, Team Foundation, VSS
Web: Apache, ASP (.NET, MVC), Blend, BroadVision, CGI, CQRS, CSS, eCRM, Entity Framework, Flash, Grav, HTML, IIS, JavaScript, Java Servlets, Json, JSP, LINQ, NGINX, osCommerce, PHP, Silverlight, VBScript, WCF, Wordpress, XML/XSL/XSLT
Awards
Best Game Engine
~ Develop Industry Excellence Awards
Best Real-Time Graphics & Interactivity
~ SIGGRAPH
Best Real-time Graphics and Interactivity
~ SIGGRAPH
Best Game Engine
~ Develop Industry Excellence Awards
Best Game Engine
~ Game Developer Magazine
Best Tech of E3
~ Game Informer
Best Tools Provider
~ Develop Industry Excellence Awards
Coolest Tech of E3
~ IGN
Group Achievement Award for "Moonbase Alpha" Game
~ NASA
Serious Games Gold Medal for "RoboMath" game
~ International Serious Play Awards
Technical Achievement Award for DARPA ULTRA-Vis
~ Applied Research Associates
Above and Beyond the Call of Duty Award
~ Virtual Heroes / ARA
Serious Games Showcase & Challenge Winner for "Moonbase Alpha" Game
~ I/ITSEC Conference
Above and Beyond the Call of Duty Award
~ Virtual Heroes / ARA
Business Excellence Award for "Pamoja Mtaani" Game
~ Global Business Coalition
Certificate of Excellence for Outstanding Performance and Contribution
~ Anteon Corporation / General Dynamics
Finalist in "Codeblue" Programming Contest
~ American Express
"Make Something Unreal" Contest Winner for "Tactical Ops"
~ Epic Games