Mark Storer work email
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I have more than 25 years of experience as a software engineer, working across various domains, languages, and technologies, including PDF, gaming, and defense.Whatever code you need written, I'm confident that I can write it.
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Core EngineerNutrient Oct 2024 - PresentC++ & PDF, my two greatest strengths back together again. Very excite! -
Software Development Engineer In Test (Sdet)Experis Game Solutions Apr 2024 - Sep 2024Tempe, Arizona, UsI am writing Functional Tests, an even split between C++ and Blueprint for a AAA Unreal Engine 5 game. A "functional test" is something I first encountered here at Experis that lies between a unit test and an integration test.I'm not currently at liberty to discuss the specific features I am testing, though I can say that I've mocked some HTTP traffic. -
Software ContractorRemotasks Dec 2023 - Mar 2024San Francisco, UsI created and reviewed responses to computer science questions to help train AI to be able to answer such questions for itself. Most questions were JavaScript/TypeScript-related, dealing with a host of web technologies. "How do I X with this framework?" I also fielded C++, SQL, and PHP questions, but the vast majority were from the JS/TS category.This was another great opportunity to update my wrinkled web development skills. I dusted them off on a LAMP project @ Altus for the Army, but here I had prompts related to all manner of current technologies. -
Senior Multiplayer EngineerAscendant Studios Jun 2022 - Nov 2022San Rafael, Ca, UsI worked on "Immortals of Aveum". It has been in development for some time and will ship Soon(tm). This was a AAA title on a team of around 100 across all disciplines.Languages: C++, Blueprint, with a dash of Go.Technologies: Unreal Engine 5, Rider, Visual Studio, JSON, Jira, Jenkins, Windows 11, Slack, P4/Swarm.Systems: * Lobby<->Game service in Go, with JSON. Inputs were difficulty, map type, players. Output based on success or failure of the co-op match, added to the players' inventory. * Telemetry: Added telemetry to a variety of systems: user facing settings, Inventory, conversation choices, quest start/success/failure, combat, talent selection. All this was then translated into a vender specific format and passed on for further processing. -
Senior Software EngineerAltus Engineering Mar 2019 - May 2022Darlington, Maryland, UsHere I acquired a Secret clearance, and I worked independently or with a team of 2-3 on several projects. Most of the department worked 100% remote during the pandemic.Languages: C/C++, Java, Python, JavaScript, BlueprintTechnologies: Visual Studio, Eclipse, Windows, Linux, Unreal Engine, GIT, MySQL, OneSAF.Projects: While some of it is classified, I can say that I worked on ORCA, AMANDA, and SDF:"Operational-Requirements-based Casualty Assessment": ORCA is a "terminal ballistics" simulation used to determine what occurs when a round reaches its target, and how well said target will be able to do their job, whatever that might entail. "Analysis of MANikin DAta": AMANDA and it's integration with WIAMAN, "Warrior Injury Assessment MANikin" to study underbody blast damage."Static-Dynamic Framework": SDF, a tool to simulate where a round will actually go based on a host of factors. -
Senior Software EngineerZenimax Online Studios May 2015 - Nov 2018Hunt Valley, Maryland, UsThe team was over 100 people all working on the AAA game Elder Scrolls Online. ESO was live from the first day I was hired, and they had a regular release schedule that we stuck to fairly accurately.Languages: C++, SQL, LuaTechnologies: Proprietary MMO engine, Visual Studio, Perforce, Jira, code generation, Windows, XBoxOne, PS4, Mac, and CentOS Linux.Features: I worked on both our client and the majority of our back end servers, implementing features including but not limited to improved combat follower behavior, the cosmetic Outfit system, item dyeing, "sitting in chairs", co-wrote the Theater system, and the server end of a generalized currency system.Training: I was also the motive force that started a series of monthly training presentations that were still going strong when I left. The one presentation I gave covered what features of C++11 we could use that were supported across all the tools of our target platforms: Windows, XBoxOne, PS4, Mac, and CentOS Linux. -
Programmer Ii, GameplaySony Online Entertainment Nov 2011 - Feb 2015San Diego, Ca, UsI worked on the never-quite-released AAA EverQuest Next, as part of a team of 90-something developers. Landmark did have a buy-in open beta, which is remarkably like a release, but with lower player expectations.Languages: C++, SQL, LuaTechnologies, Visual Studio, Perforce, XML, VoxelFarm, Hansoft. Windows, PhysX. MySQL, MongoDB, XMLSome of the Features I worked on: * Added material data to terrain's physics mesh, and audio code to support material detection so we could play the correct footfall audio/fx. * Connected our ability system to VoxelFarm. * Land claim ownership and security. Players could control access to their plots of land by individual or groups they were a part of. * Worked on a variety of features that involved messaging between servers or between client and server. * Worked extensively with SOEData, designed to load and save game data without code changes from XML, MongoDB, or a binary file format. We could read from an XML class definition and use SOEData's metadata to generate UIs for designers to modify due to its built-in reflection. -
Junior Software Engineer To Senior Software EngineerHewlett Packard Enterprise Feb 1997 - Nov 2011Houston, Texas, UsI was hired by a company called Digidox in Grand Rapids, Michigan. That company changed hands something like 7 times, leaving me in Cardiff by the Sea, California, working for HP the last 6 years of my time there.Most of the projects I worked on were developed on Windows for Windows. When running on multiple platforms became a concern, we started using Java as well. All told, my time was split pretty evenly between C++ and Java. I've used a wide variety of code styles and software development processes. During the latter half of this time, we used a PDF library called iText. I added enough bug fixes and enhancements to it that I was given write access to their code repository for a couple years.Visual Studio, IntelliJ IDEA, Eclipse. Visual SourceSafe, StarTeam, Subversion, Perforce. C++, Java, PDF, JSP, MFC, XML, XSLT, HTML, CSS, JavaScript, STL. Object oriented design, automated testing (junit, cppunit, ad hoc), design patterns, code reviews, technical writing (requirements & design documents), waterfall model, agile development, test driven development.
Mark Storer Skills
Mark Storer Education Details
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University Of North TexasComputer Science -
Palomar CollegeVideo Game Programming Certificate (Complete) -
Collin College1 Class: C Programming
Frequently Asked Questions about Mark Storer
What company does Mark Storer work for?
Mark Storer works for Nutrient
What is Mark Storer's role at the current company?
Mark Storer's current role is Senior Software Engineer.
What is Mark Storer's email address?
Mark Storer's email address is ma****@****ine.com
What is Mark Storer's direct phone number?
Mark Storer's direct phone number is +176058*****
What schools did Mark Storer attend?
Mark Storer attended University Of North Texas, Palomar College, Collin College.
What are some of Mark Storer's interests?
Mark Storer has interest in Nrg Esports, Anthony Kiedis I Love You, The Credible Hulk, Tutto Fresco, Tinybuild, Godzilla Memes, Community, Arts And Entertainment, Amtapp, Broken Lizard.
What skills is Mark Storer known for?
Mark Storer has skills like Javascript, Java, Software Development, C++, Design Patterns, Xml, Visual Studio, Perforce, Object Oriented Design, Jsp, Jquery, Itext.
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