Resume - Erik Unger

Erik Unger
Born:25. December 1975 in Graz, Austria
Mother:Mag. Veronika Unger - teacher for physics and mathematics
Father:Helmut Unger - pilot
Nationality:Austria
Living in:Melbourne, Australia

School:

  • 1982-1986
  • 4 Classes elementary school in Hönigthal
  • 1986-1990
  • 4 Classes BRG-Kepler in Graz
  • 1990-1996
  • 5 Classes and final examination at Höhere technische Bandeslehr - and Versuchsanstalt Graz - Gösting (BULME), mechanical engineering

    Technical Internships:
  • 1991
  • Punitz-Flug (aircraft and airfield maintenance)
  • 1994
  • Diamond Aircraft (aircraft building)
  • 1995
  • Computer Aided Technologies Tüchler: (3D standard-part library for I-DEAS Master Series 3D-CAD-Software)

    Additional Schoolings:
  • 1994-1995
  • Course at HTL (BULME): Computerbuilding
  • 1994-1995
  • Course at HTL (BULME): Quality Techniques QII (Statistical Methods of Quality Assurance)
  • 2001
  • First Aid Course

    Community Service:

  • 1996-1997
  • Firedepartment Liezen

    Professional Career:

  • 1996-1998
  • Several articles about graphics and 3D programming for PC Magazin - DOS and c't. Among other: Programming of a realtime-raycasting engine like Wolfenstein/Doom with Turbo Pascal ander DOS, Basics and graphics-effects, loading and displaying of a 3D-model ander Windows with Delphi and DirectX
  • 1996-1998
  • Porting of versions 5 - 7 of Microsofts DirectX for Borland Delphi, and porting of the 3dfx 3D-driver interface Glide 2.x and 3.x for Borland Delphi
  • 1998
    (3 Months)
  • Implementation of an employe-data transmission service with Borland Delphi for the building-trade software baudat
  • 1998-2000
    (18 Months)
  • 2D/3D Track-editor and driving-simulator in Java with OpenGL for engine-development and tests, developed for AVL List with c.c.com
  • 2000-2003
    (2.5 Years)
  • 2D/3D graphics-engine for the military GIS Geogrid, developed for EADS (European Aeronautic Defence and Space Company).
    Implemented with C/C++ and OpenGL, Ports for Windows CE and embedded systems plus serverside rendering for internet applications
  • 2002
  • Company foanding Bouncing Bytes (Unger & Lefkopoulos OEG)
  • 2003
    (3 Months)
  • Conception and project-management of a corporation critical online-database for management of test- and serialnumberdata of highway-toll sensors with PHP and PostgreSQL for EFKON (Project Manager - Teamsize: 4)
  • 2003-2004
    (12 Months)
  • Expert-system for analysing market-trends, values-chains and product-features, developed for Customer Experts.
    Java application with custom object-oriented XML/Java database and custom Swing Look-And-Feel for the user interface
    (Project Manager - Teamsize: 3)
  • 2004
    (1 Month)
  • Online-database for truck-bodies with PHP and MySQL for Karosserie/LKW-Service Wasner
  • 2004-2005
    (6 Months)
  • Development of the 3D visualization component of the engine-optimization software CAMEO of AVL List, implemented in C++ and C# with DirectX
  • 2005
    (10 Months)
  • Development of various components of the engine-optimization software CAMEO of AVL List
  • 2006
    (6 Months)
  • Gameplayprogramming for the computer game The Show from Sixteen Tons Entertainment
  • 2006
    (4 Months)
  • Working-time management application for "Kärntner Energie-Verband" implemented with JSP and Oracle, as sub-contractor of Netconomy
  • 2007
    (2 Months)
  • Price calculation tool for one of the biggest logistics companies, as sub contractor of Customer Experts. Realized in C++ with the self developed libraries BaseLib, Ygui and Win32Widgets.
  • 2007
    (3 Months)
  • Development at a Adobe Flex project of Customer Experts. Tools: Adobe Flex Builder, Eclipse, Apache Tomcat, Subversion, Oracle
  • 2003-2008
  • BaseLib: Self-development of a platform independent C++ base library, inspired by Java and C# APIs. Open Source release planed for 2008 (Used thirdparty libraries: boost, libcurl, freetype, ICU, libjpeg, libxml2, libpng, SQLite, zlib )
  • 2003-2008
  • Ygui: Self-development of a platform independent C++ GUI library for the time being only with a widget library for Win32. Supports custom widget libraries, multilanguage, skinning and stylesheets
  • 2003-2008
  • Next-Reality Engine: Self-development of a platform independent, multithreaded 3D and game engine.
  • 2008
    (8 Months)
  • Core-tech developer at RedTribe.
    Game engine development: Extensions for the collision system, redesign of the memory manager, memory profiling facilities.
    Tools development: C# .NET Tools for memory profiling and asset database. Softwaredesign for C++ base libraries.
    Game development: Memory optimizations for Space Chimps the game.
    Programming languages: C++, C#, Python.
    Platforms: Windows, PS2, Wii, Xbox 360.
    Development Process: Scrum
    Summary:12 years of experience in very different areas of software development, with a bias to (love for) 3D and game development. All projects above except my current job at RedTribe where done as contract work. In the beginning as single freelancer, later over my company Bouncing Bytes, which I have left by 2008 to concentrate on a career in the game industry.
    Until now, I have 2 game titles on my belt: Gameplay programmer for The Show, a PC RTS by Sixteen Tons Entertainment. Then game engine development and optimization for Space Chimps the game, a classic platformer for Xbox360, Wii and PS2 by RedTribe. My strengths are my broad range of experience with all kinds of software development and architectures. I am interested in working on basics like libraries, engines, development processes, team dynamics and project management.
    My next career goal is a technical lead position (which I already had in non game related projects).

    Experience with:

  • Programming Languages: C/C++, Java, C#, Python, PHP, Java Script, Action Script, Pascal/Delphi, x86-Assembler
  • Tools: Visual Studio, eclipse, Adobe Flex Builder eMbedded Visual C++, Perforce, Subversion, CVS, Source Safe, Harvest, Rational Rose, JBuilder, Delphi, MySQL, PostgreSQL, SQLite, Doxygen, CppUnit
  • Technologies: OpenGL, DirectX, Xbox360 SDK, PS2 SDK, Wii SDK, .NET, Adobe Flex JSP AJAX Design Patterns, STL, UML, SQL, XML, TCP/IP, UDP
  • Development Processes: V-Model at EADS, CMMI at AVL List, Scrum at RedTribe,
  • Operating Systems: Windows, Windows CE, Linux
  • Languages:

  • German
  • English
  • Likings:

  • Teamwork, Coaching
  • Architecture - working on basics (library- or "engine"-programming)
  • Clear and elegant software design, homogeneous and expressive coding-style
  • Learning - I am an information junkey
  • Innovation, improving things
  • 3D and Games
  • References:

  • PC Magazin - DOS
  • c't Magazine
  • DirectX and Glide for Delphi
  • baudat
  • c.c.com
  • EADS - Dornier
  • Wasner
  • EFKON
  • Customer Experts
  • AVL List
  • Sixteen Tons Entertainment
  • Netconomy
  • RedTribe