Michael Harrison

I started programming when I was 12 using BASIC.  By the end of High School I was proficient in three different flavors of BASIC, Pascal, Prolog, Z-80 assembly and was becoming comfortable with C.  I’d programmed several small games, a parts tracking system for the VMX group in Xerox, a book tracking database and experimented with natural language interfaces.  From there I went on to Windows programming using C and C++ and started my own Windows shareware company, Dragons Eye Software (http://dragonseye.com) which paid for itself for several years.  I’ve kept the domain though I no longer sell shareware.
I’m also self-taught in Electronics, Holography, woodworking and Astronomy.  I’ve made many things in each of those areas and even sold a few in several.

Past Projects

  • Vega Prime
  • Lyra
  • Mission Impossible
  • RC Simulator
  • Fighter Squadron: Screamin’ Demons Over Europe
  • A-10 Cuba
  • Robot Club
  • Junkland
  • Qin, Tomb of the Middle Kingdom
  • Bartlett’s Familiar Quotations
  • Micrografx Designer
  • Micrografx Charisma
  • Micrografx Picture Publisher
  • K-Free Gold
  • BitCheck
  • CRCCheck
  • DevClean
  • DES Image Screen Saver

Resume

Michael S. Harrison
Dowload my PDF resume here

A system & software architect, developer and program lead, I offer C++, Windows & Linux development skills as well as the problem-solving ability gained from more than 20 years of industry experience.  Colleagues have described me as organized, efficient, adaptable, and someone who excels at finding solutions rapidly after weighing available options.

Skills

Development Languages C, C++, PHP, Intel Assembly, Prolog, Pascal, Z-80 Assembly, BASIC, PHP, mySQL
Operating Systems Windows 2.1 to Windows 7, Linux (RedHat, Ubuntu, Mint), PalmOS.
Toolkits/Frameworks Microsoft Visual Studio, GCC, STL, Boost, QT, Xbox SDK, ProDG for PS2, OpenGL, DirectX, QuickTime, MFC, Video for Windows, Windows SDK.

Work History

8/2013 to present Software Engineer – Tektronix
Responsible for key software components of the next generation network monitoring product.
More info to come…
C++, STL, Boost, Linux.
4/2011 to 8/2013 System Architect – Presagis.
In addition to my Software Architect responsibilities I am responsible for maintaining an overview of the entire Presagis IG solution, making specification and design decisions that provide balance in architectural elegance and meeting functionality and performance requirements of the product, assist with/generate system, design and verification specifications. Provide oversight on product compliancy with industry standards.
Responsible for guiding and reviewing software designs and implementing techniques for improving development and runtime efficiency with the Vega Prime and Lyra products running on Windows and Linux systems.  Also responsible for participating in proposals, bid reviews, program planning, customer support and implementation of key product technologies.
C++, STL, Boost, Windows, Linux, OpenGL.
9/2009 to 4/2011 Software Architect – Presagis.
Responsible for guiding and reviewing software designs and implementing techniques for improving development and runtime efficiency with the Vega Prime and Lyra products running on Windows and Linux systems.  Also responsible for participating in proposals, bid reviews, program planning, software designs, optimization, debugging, code reviews and implementation of key product technologies
C++, STL, QT, Windows, Linux, OpenGL.
2/2008 to 9/2009 Program Engineer – Presagis (formerly Multigen-Paradigm).
Responsible for leading cross-functional/domain teams in planning, execution and monitoring of assigned real-time visual systems programs and projects using the Vega Prime and Lyra products running on Windows and Linux systems.  Also responsible for implementing custom features for services programs and debugging on program and commercial product releases, as well as participating in proposals, bid reviews, program planning, software designs, optimization, debugging and code reviews.
C++, STL, QT, Windows, Linux, OpenGL.
8/2004 to 2/2008 Senior Software Engineer – Multigen-Paradigm.
Responsible for features on Vega Prime as well as Services Projects on Vega, Vega Prime, FlightIG, FlightIG Prime and Lyra product lines working directly with customers such as Lockheed Martin, Boeing and SGI.
C++, STL, Windows, Irix, Linux, OpenGL.
1/2003 to 8/2004 Senior Software Engineer II – Paradigm Entertainment.
Worked on general memory management, optimization and the CD build process for the Mission:Impossible and Terminator:Redemption projects on the Xbox, PS2 and Gamecube. Implemented several gameplay elements in the Mission Impossible product.
C/C++, Windows 2000. DirectX, OpenGL, STL, VTune, PS2, Xbox, GameCube.
1/2002 to 1/2003 Software Lead – Paradigm Entertainment.
Managed a team of 14 engineers working on a PS2/Xbox title published by Atari. Additional work performed on memory management, optimization and the project build process.
C/C++, Windows 2000. DirectX, OpenGL, STL, VTune, PS2, Xbox, GameCube.
2/2001 to 1/2002 Senior Software Engineer – Paradigm Entertainment.
Sole developer working on an artificial intelligence engine for Mission:Impossible.
C/C++, Windows 2000. DirectX, OpenGL, STL, VTune, PS2, Xbox, GameCube.
7/1999 to 2/2001 Director of Development – Inertia LLC.
Primary developer on the OpenPlane flight simulation engine. This engine featured unparalleled flight physics simulation as well as an openness unequaled in the industry. Generally responsible for the development organization as well as day to day coding. One of a two member team who wrote the game designs for Dogfight II, a WWII Pacific flight simulation which was to be the successor to Fighter Squadron. One of a two member team who wrote the game designs for RC Simulator. Wrote the technical designs, managed the development of RC Simulator, performed first-level development on the OpenPlane engine and coordinated with IHV’s to solve driver and hardware issues with our products. Set up and managed the Linux web server which was used for all our web and FTP sites.
C/C++, x86 Assembly. Windows 95/98. DirectX, Glide, OpenGL, MFC, STL, Fox, Windows SDK. VTune
10/1996 to 7/1999 Senior Software Engineer – Parsoft Interactive.
Solely responsible for the 1.2 and 1.3 patches of A-10 Cuba! These included modifications for improved network performance, additional network weaponry, network chat using predefined messages, sounds and free form text entry, rendering optimizations using hand-written x86 assembly and special keyboard support for the European English version of Cuba.
With Eric Parker, co-designed and wrote significant portions of the OpenPlane engine used in the game Fighter Squadron: Screamin’ Demons over Europe. The OpenPlane engine featured first-rate physics and object simulation which was unequaled in the gaming industry. Assisted in the optimization of the graphics engine, collision detection, physics code and the x86 Renderer and wrote the 3Dfx Glide Renderer.
C/C++, x86 Assembly. Windows 95/98. DirectX, Glide, MFC, STL, Windows SDK. VTune, Smacker Video Library.
04/1995 to 10/1996 Software Engineer – Learn Technologies (Dragon’s Eye Enterprises).
Lead engineer for Qin, Tomb of the Middle Kingdom, an educational game that combined the best elements of a graphic adventure with an encyclopedia of Chinese history and cultures which is used to solve puzzles in the game. Software engineer on Bartlett’s Familiar Quotations, Expanded Multimedia Edition. Software engineer on Mission Ooze Control, A Robot Club Adventure, a game designed to teach the player to think logically through the creation and programming of simulated robots.
C++, x86 Assembly. Windows 3.1/95. DirectX, MFC, QSound, HMI Sound Library, Video For Windows, QuickTime, Windows SDK, Mac porting library.
04/1991 to 4/1995 Software Engineer – Micrografx Inc.
9/94 to 4/95 Member of a small team working on an OLE application that allowed all of the Micrografx products to make use of the file format translators which were previously only used in Micrografx Designer.
7/92 to 9/94 designed and wrote libraries which integrated and controlled all Micrografx file translators and provided a common translator interface for the Designer and Charisma products. Assisted in many areas of Windows programming such as graphics, printing, UI development, localization, multimedia and code optimization.
4/91 to 7/92 created/ported over 100 Windows applications for testing with Micrografx Mirrors under OS/2.
C/C++, x86 Assembly, Windows 95/NT, OS/2, OLE, MFC, Windows SDK, Video for Windows.
04/1990 to 1998 Dragon’s Eye Software (www.dragonseye.com)
Owned and operated Dragon’s Eye Software to produce utilities and entertainment applications for Microsoft Windows and PalmOS. Applications include DES Journal, K-Free™, the Dragon’s Eye Utilities, Dragon’s Eye Fun Pack and the Holusion Art Screen Saver. These products were favorably reviewed in Killer Windows Utilities, PC Magazine and Computer Shopper.
C/C++, x86 Assembly, Windows 95/NT/2000, PRC-tools, GCC, MFC, Windows SDK, Video for Windows, STL.
09/1989 to 04/1991 Software Engineer – Mobil Corporation (Software Solutions).
Developed various applications in Microsoft Windows for the Mobil PRISM project which featured mainframe communication with the PC as the primary data entry point. Performed design, programming and maintenance of the team?s common code library.
C, Windows SDK.

Other interests include:

Holography, Our store. Irish dance locally, the Irish Dance Wiki and DanceMinder. Woodworking, electronics, gardening, astronomy, reading, photography.

(You’re probably wondering where Android fits in.  I’m working on an application associated with DanceMinder, in my free time.  It’s taking a while to finish.)

I started programming when I was 12 using BASIC.  By the end of High School I was proficient in three different flavors of BASIC, Pascal, Prolog, Z-80 assembly and was becoming comfortable with C.  I’d programmed several small games, a parts tracking system for the VMX group in Xerox, a book tracking database and experimented with natural language interfaces.  From there I went on to Windows programming using C and C++ and started my own Windows shareware company, Dragons Eye Software (http://dragonseye.com) which paid for itself for several years.  I’ve kept the domain though I no longer sell shareware.  I’ve developed commercially for Xerox, Mobile, MicroGrafx and a few game companies before joining MPI.

I’m also self-taught in Electronics, Holography and Woodworking and Astronomy.  I’ve made many things in each of those areas and even sold a few in several.  I also regularly teach Irish set and ceili dance.

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