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