Who is Joe?
First off, I’m not Leon.
This is me somewhere between Clutter I and Clutter II. As you can see, I’m not Leon. Although a lot of Leon’s story uses facts from my own life, I didn’t once think about including my own face in the game (like some of the reviewers thought I did). There is an Ana, but she’s not that picture either. I called her Ana because of my Ana and Brazil, but that’s where the similarities end.
This is my old Resume, was good up until 2004. Since then I worked for iWin creating the highly successful Mah Jong Quest I, II and III for them (as well as a horrible little game called Sproink). I left iWin at the end of 2009 to work on my own games. I also worked part-time for a local Slots/Gaming company (after moving to the Atlanta area in 2010) from the beginning of 2011 until the end of 2013.
I now devote 100% of my time to Puzzles By Joe and the Clutter-related games.
I’ve just released Clutter V: Welcome To Clutterville, and we’re just about to launch a Facebook ad campaign. I’m also working on my first Clutter spin-off that has no Clutter games in it. It’s called “Sliders and Other Square Jigsaw Puzzles,” and I hope to launch that by the end of September. After that it’s Clutter VI: Clutter Chaos, and then I’m going to develop a Clutter engine in Unity so that I can release to Tablets (and maybe Mobile Phones). Exciting times as Puzzles By Joe (the modern edition) enters into it’s 7th year.
Acworth GA, 30101
Twenty-eight years experience in all facets of software engineering with an emphasis on resolving complex reliability issues in a multi-user real-time environment. Excellent debugging skills.
Exceptional language independent skills with strong algorithmic abilities. Solved difficult problems using high, medium and low-level languages. Fluent in both UNIX and PC development environments.
Data conversion expert with proven ability to adapt quickly to new languages and systems.
Strong background in project development including: analysis, specification, documentation, design, programming, testing, training and troubleshooting.
B.S. – Mathematics, Rensselaer Polytechnic Institute (1979)
Languages: C++, SDL, C, WINDOWS SDK, DIRECT-X, JAVA, AWK, KORN SHELL, MASM, TAL, COBOL,
NEAT/3, BASIC, FORTRAN.
Databases: SYBASE, NONSTOP SQL, UNIFY/2000 – RHLI – SQL, CLARION, C-TREE.
PC Tools: VISUAL C/C++, WIN XP, MKS-TOOLKIT, BORLAND C/C++, PHARLAP 386, AWKCC.
EXPERIENCE AND RESULTS
Self-Employed Consultant and Creator of PuzzlesByJoe – www.PuzzlesByJoe.com, Binghamton, New York (2000-2004)
Created nine non-violent logic and puzzle games for Windows using Visual-C++ and Direct-X. Everything on www.PuzzlesByJoe.com was designed/coded/created by me with the exception of some artwork and background music. All products are available for download as shareware with a trial period of at least an hour. Recon is my earliest and most complex game. GemShot is my most recent and most visually compelling game.
Created Task Master which is jointly owned by myself and a local business. Task Master is an integrated task management tool that allows multiple users to all work on the same task/project list at the exact same time.
Principal Engineer – America Online (1998-2000) – WorldPlay Entertainment, Burlingame, Calilfornia (1995-1998)
Sole ownership of 3rd-party SDK and testing environment (written primarily in Visual-C++ with some MASM).
Enhanced Siera’s “Jack Nicholson’s Golf” to allow multi-player over the Internet.
Heavily involved in development of GILS (Game Install and Launch System) tool for AOL’s game channel.
Responsible for wrapping and releasing in-house libraries to 3rd-party developers.
Responsible for enhancing testing environment to keep it in-line with ‘real’ code.
Responsible for all endian conversion routines that run on the client side.
Responsible for teaching SDK classes.
Enhanced testing environment to support multiple terminals connected over a LAN using TCP-IP.
Created simplified way of switching between local and network testing.
Created automatic endian converter to help in integration of new libraries.
Software Engineer – Interactive Network, San Jose, California (1993-1995)
Created “IN-Cryptions”, “I Know, I Know”, “Math Wheels”, and “IN The Crib”.
Fully automated the porting of game code between GAS (test) and production. In my first two months at Interactive, I replaced the manual porting procedures (a 2-4 hour per game process) with a completely automated one-button procedure (that takes 20 seconds). This allowed us to go to a completely single source development environment.
Created pre-compiler to add limited data typing to GAS-code. In addition pre-compiler supports limited label-saving conventions used with ‘IF’ and ‘WHILE’ statements. This solved the multiple assembler source problem that required large programs to be broken up into small chunks in order for the macro-assembler to handle it.
Created standard commercial format to be used with all of my off-line games.
Significantly enhanced “Maze Runner” and two existing trivia games.
Software Engineering Consultant – KUB Systems Inc., IGC, and Digicom, California (1993)
(KUB Systems Inc.) In a six week period, I ported 30,000+ lines of a Borland C++ Broadcast Automation application to MetaWare High-C++. Using PharLap’s DOS Extender which allows Protected Mode portions of the application to communicate with Real Mode portions. The application communicates with a Mac and a special Digital Video board (through direct access of low memory reads and writes). The single source port allows dual compilation by the Borland and High-C compilers including extensive use of the Rogue Wave 5.1 libraries (with Template instantiation).
(IGC) Reversed engineered Windows to run as a DPMI client under IGS’s operating system VM-386. Using IGC’s assembler level debugger and the “Undocumented DOS” book, I was able to get the Windows kernel to make a DPMI call while under VM-386.
(Digicom) Completed a Stereo Rack system prototype to go with an audio-visual card to run in the Windows environment. Had never programmed in Windows before but I got the prototype up and running during my initial four-day stretch.
Software Engineer – Tandem Computers Incorporated, Cupertino, California (1990 – 1992)
Constructed a low-cost Unix workstation integrated with multiple Tandem hosts. Responsible for several successful quality IPMs for the Transaction Monitoring Facility.Responsible for designing new testware, as well as TPR verification and Softdoc Review.
Senior Programmer Analyst – Triad Systems, Livermore, California (1984 – 1990)
Designed and implemented –
Auto-generation of 120 programs to port COBOL files from a TI to a UNIX platform.
Q/A database interface verification tool for comparison of multiple file systems.
Report Queue Management system with support for Data Communication and Spooling.
Automated file rebuild system saving over $100,000 during the first two years.
System wide changes to increase the terminal capacity by 40%.
Bisynchronous Communication Test Utility for Field Service Personnel.
Automated customer conversion for 4 software release levels. Estimated savings of 15,000 man hours per release.
Space saving methodologies which reduced disk usage by 20%, permitting release of several software levels.
Programmer Analyst – Shoney’s South Incorporated, Memphis, Tennessee (1983 – 1984)
Created an on-line tax credit tracking system saving $250,000 the first year.
Cut run times of several existing programs (Payroll Batch System) by as much as 80%.
Programmer Analyst – Victory Markets, Norwich, New York (1982 – 1983)
Teacher (Evening Classes) – Ridley Lowel, Binghamton, New York (1982-1983)
Programmer – Albany Savings Bank, Albany, New York (1981 – 1982)