Resume

Rajiv N. Patel

Experienced Game and Mobile Application Developer


rnp@proton.me
416 804 3313

Professional Experience

Baxter (Toronto, ON (remote)) (Baxter acquired Hillrom)

Lead Software Engineer (iOS) Dec 2021 - Present

As Lead Software Engineer, I am responsible for writing software design, and delegating software design to other engineers, and have final approval of said designs.

Hillrom (Toronto, ON (remote))

Lead Software Engineer (iOS) Oct 2019 - Dec 2021

Hillrom Inc (Toronto, ON (remote)) (Hillrom acquired Voalte)

iOS Developer Apr 2019 - Oct 2019

Voalte Inc (Sarasota, FL)

iOS Developer Feb 2014 - Apr 2019

  • Voalte develops communications software (VOIP, text messaging, and alarms) for Doctors and Nurses in Hospitals. VoalteOne is built using:

    • Xcode / Objective-C / Swift
    • iOS SDK
    • PJSIP
  • Voalte One and Voalte Me for iPhone:

    • VOIP (using PJSIP)
    • interactive directory
    • general UI implementation
    • replaced a third-party messaging library with an in-house component
    • refactor legacy C and Objective-C code to Swift
    • refctor completion-handler based code to async/await
Swappz Interactive (Toronto, ON)

Technical Director Nov 2013 - Dec 2013

  • At Swappz, I worked on game technology using the Unity Game Engine
Fuse Powered Inc. (Toronto, ON)

Independent Contractor May 2011 - April 2013

  • For Fuse Powered, I built games, tools, and game engine technology using:

    • Electron Jump Vermillion Engine (ANSI C)
    • Xcode / Objective-C
    • iOS SDK
    • OpenGL
    • OpenAL
    • ruby
  • Zoo Country for iPhone and iPad:

    • map renderer
    • special effects
    • in-game UI
    • input-handler
    • middleware integration
    • in-app purchases
  • Universal Movie Tycoon for iPhone and iPad:

    • map renderer
    • special effects
    • in-game UI
    • input-handler
    • middleware integration
    • in-app purchases
Electron Jump Games Inc. (Toronto, ON)

Managing Director / CTO January 2009 - Present

  • EJ Puzzles: Hooked for Nintendo DSiWare, iPhone and iPad:

    • 3D rendering and animation
    • in-game UI
    • particle renderer
    • front-end menu and interface code
  • Armin Van Buuren: In the Mix for Nintendo Wii (co-developed with Transgaming):

    • assembled all the interface art pieces and concept art into layouts
    • rendering and animation, for both 3D and 2D subsystems
    • controller input
    • menu code
    • localization
    • motion gesture recognition
    • integrated BINK for movie playback
  • Don't Feed the Animals for Nintendo DSiWare:

    • particle renderer
SilverBirch Studios (Toronto, ON)

Senior Developer June 2006 - December 2008

  • worked on a cross-platform game engine and an action platform game for Nintendo DS and Sony PSP:

    • game design
    • technical design
    • camera
    • 3D graphics
    • animation
    • user input
    • collision detection and response
    • physics
    • art pipeline tools
  • Animal Planet: Emergency Vets for Nintendo DS:

    • project management
    • technical design
    • minigame implementation
    • animation
    • input
    • asset management
  • n+ for Nintendo DS and Sony PSP:

    • project management
    • physics
    • collisions
    • camera
    • animation
    • ragdoll
    • input
    • internet community (client-side)
Electron Jump Games Inc. (Toronto, ON)

Managing Director / CTO November 2003 - June 2006

  • worked on a game engine and several single and multiplayer game demos for the Nintendo DS:

    • game design
    • technical design
    • level load
    • camera
    • 3D graphics
    • animation
    • game map
    • user input
  • worked on a cross-platform, console video game engine and an accompanying demo for Sony Playstation 2:

    • techical design
    • build process
    • animation
    • movement
    • camera
Rockstar Toronto (Toronto, ON)

Senior Programmer June 2001 - October 2003

  • The Warriors for Sony Playstation 2:

    • technical design and documentation
    • pathfinding system
    • low-level AI
    • character animation system
    • combat
  • Max Payne for Sony Playstation 2:

    • PlayStation 2 controller code
    • optimizing data to improve rendering speed
    • adding auto aim functionality
    • reducing code footprint
    • reducing run-time memory allocation
    • general optimizations, profiling, etc.
    • cheat codes
Namco Hometek Inc. (San Jose, CA)

Programmer May 2000 - June 2001

  • responsible for research, development and implementation of technology for use in next-generation console video games
  • Dead To Rights for Sony Playstation 2:

    • camera control and logic
    • in-game user interface for weapon and item selection
    • model and object updates related to weapon and item selection
    • head and torso tracking of items of interest in human character models
    • arm/weapon tracking of enemies in human character models
    • scripting language
Eyedew Designs (Toronto, ON)

Consultant August 1999 - May 2000

  • worked on the technical design for a real time 3D virtual shopping mall
  • consulted on technical designs for on line shopping site design tools
Square Soft Inc. (Costa Mesa, CA)

Software Engineer March 1997 - June 1999

  • responsible for research, development and implementation of technology for use in video games
  • Project Mikasa (unreleased) for Sony Playstation 2:

    • collision engine
    • physics engine:

      • integrated MathEngine physics engine into the game
      • replaced MathEngine with a custom rigid body dynamics simulator when the delivery of a single-precision float version of MathEngine was delayed
    • aerodynamics and flight modeling
    • export plug-in for Kinetix 3D Studio Max 2.5
  • Final Fantasy VII for PC:

    • submarine mini-game
    • portions of 3D engine
    • main game special effects
    • documenting the internal-use library
    • 3D hardware evaluation, benchmarking, and all vendor-specific implementation issues
    • all post-release support issues, and all post-release patches
Gray Matter Inc. (Toronto, ON)

Tools Programmer August 1996 - November 1996

  • maintained internal-use 2D sprite animation and 3D model viewer and editor tools

Education

University of Toronto

B.Sc. in Software Engineering (Specialist) and Chemistry (Major), 1997


Skills

  • experienced software engineer
  • good knowledge of math and physics
  • excellent programming and problem solving skills
  • excellent communication and interpersonal skills
  • experienced 2D and 3D graphics programmer
  • fast learner
  • strong foundation in computer science
  • excellent research skills
  • familiar with several scripting languages including perl, python, ruby, and shell script (bash, fish)
  • familiar with make