Anthony Salter
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Email me at anthony.salter@gmail.com.
Overview
I have over fifteen years experience programming software with various languages in various environments. I have one year of embedded systems development, two years of mobile device development and six years of graphic user interface development. I have developed products for the medical, automotive, and entertainment markets. I can work independently or as a team member in both large and small groups. I interface well with other technical and non-technical teams in internal and external settings.
Professional Experience
Contract Programmer, Graffiti Games | Mar 2019 – Present |
Project: Tools Used: Technologies: |
Mable and the Wood, others Visual Studio 2017, Unity, GameMaker Studio 2 Microsoft XDK, C# |
I ported Mable and the Wood, a game originally made in GameMaker Studio 2, to the Xbox One. This included fixing Xbox-specific bugs, adding full Xbox Live functionality, and shepherding the game through the certification process.
Contract Programmer, Hamumu Software | Oct 2017 – Mar 2019 |
Project: Tools Used: Technologies: |
Robot Wants It All Visual Studio 2017, GCC, Netbeans C++11, OpenGL |
My main responsibility was engine and gameplay programming on Robot Wants It All, a game released on Steam for Windows and Linux. The engine was of my own design, written in C++11, and was built to be cross-platform from the ground up.
Contract Programmer, Milethos Software | May 2017 – Present |
Tools Used: Technologies: |
GCC, Netbeans C++11, OpenGL, Qt 4 |
I have worked on several projects for Milethos, all involving Linux and most involving graphical programming. My most recent project for them was a new ship-to-ship collision system, written in C++11 and Qt 4.
Gameplay Programmer, Nerd Kingdom | Nov 2015 – Jan 2017 |
Project: Tools Used: Technologies: |
TUG Visual Studio 2014, Visual Studio Code, Unity C++, JavaScript |
Initially, I worked on a gameplay prototype, with code written in JavaScript for the Unity engine. Once the gameplay had been established, I then helped build a custom engine in C++11 that also used JavaScript as its scripting engine, allowing us to reuse much of our code.
Senior Linux Developer, Aspyr Media |
Jul 2014 – Mar 2015 |
Project: Tools Used: Technologies: |
Civilization V, Borderlands 2, Knights of the Old Republic 2 Ubuntu, SteamOS, GCC, Visual Studio 2010, Xcode, Qt Creator C++, Qt 5 |
My main responsibility at Aspyr Media was porting PC games to Ubuntu and Steam OS. I worked on several triple-A titles and our ports were well-received by the Linux community. I also worked on a custom launcher program for Aspyr games using the Qt 5 GUI library. This launcher was cross-platform and worked on Windows, Linux and MacOS.
Systems Programmer, Pace Americas | Mar 2013 – Jun 2014 |
Project: Tools Used: Technologies: |
Pace Americas TiVo Set-Top Box (Linux) GCC, Source Insight C, C++ |
This project required implementing a set-top box based on TiVo’s third-party API to their standards. The set-top box ran on a custom-created Linux kernel. The large number of source files required a project tool that could handle them all; we used Source Insight to make this easier. The project was overall quite complex and required extensive debugging in addition to new functionality. I was able to fix several significant bugs that allowed the project to ship on time.
Graphic User Interface Programmer, General Motors | Feb 2011 – Feb 2012 |
Project: Tools Used: Technologies: |
PC-CETS (Linux) GCC, QTCreator, NetBeans, Eclipse, Visual Studio 2008 C++, FORTRAN |
I was brought in to update an aging system that required a new graphic user interface. I created the entire GUI using Nokia’s QT 4.8 GUI library. It was necessary to work closely with the legacy developers to ensure compatibility with the original FORTRAN code. The project was a success and the system can now be accessed through a modern interface. I consulted with the operators of the original software to ensure they would have no trouble switching to the new version.
Embedded Programmer, Somanetics Corporation | Oct 2010 – Feb 2011 |
Project: Tools Used: Technologies: |
INVOS Oximeter Graphic User Interface (Linux) GCC, NetBeans, GRX Low-Level Graphics Library C, C++ |
The INVOS Oximeter is an embedded medical device used to constantly monitor the blood oxygen level of patients during surgery. The original graphic user interface for the device was written many years ago and was based on the outdated MS-DOS operating system. During the development of the new Linux version, I was responsible for upgrading the graphics and GUI systems to work with a more modern graphics library, as well as refactoring the entire application to make it more maintainable in the future.
Game Programmer, Stardock Corporation | Oct 2009- Aug 2010 |
Project: Tools Used: Technologies: |
Elemental: War of Magic (PC Windows) Visual C++ 2005, 2008 C++, XML |
While my initial responsibilities on Elemental involved coding a system that allowed players to build cities in the game, I eventually branched out and did work in almost every subsystem of the game. I also worked closely with artists and developers to quickly implement complex user interfaces. Most of the spells, buildings, units, and various other in-game objects were described in code using XML, and I both created the XML files for these objects and wrote the supporting code to ensure the proper handling of these objects.
iPhone Programmer, Warped Productions | May 2009 – Aug 2009 |
Project: Tools Used: Technologies: |
Warp Defense (iPhone) Xcode, Instruments, OpenGL ES, OpenAL C++, Objective-C |
I was brought on to complete an unfinished project called Warp Defense. While the basics of the game were complete, the application was far too large and suffered slowdown problems. I was able to successfully solve both problems, first by converting both the graphics and the music into a more efficient format, and then by profiling the application and optimizing the particle system.
Game Programmer II, Aspyr Media | April 2006 – Nov 2008 |
Shipped Titles: Tools Used: Technologies: |
Top Spin 2, The Sims Castaway Stories, Guitar Hero: World Tour, futureU (PC Windows) Visual Studio 2003-2008, Direct3D, FMOD, Photoshop, 3D Studio Max C++, Lua |
During my tenure at Aspyr Media I worked on over a dozen projects and accomplished many disparate tasks. I aided in porting a game from the Xbox 360 to the Windows platform. I created a 3D camera system that the designers could script with Lua to create in-game cinematic sequences. And I developed a from-scratch Direct3D renderer using a custom-written cartoon shader using vertex and pixel shader 2.0.
Game Programmer, Gizmondo Studios | May 2005 – March 2006 |
Project: Tools Used: Languages: |
Hit & Myth (Gizmondo Handheld Console) Visual C++ 6, 2003, Photoshop, OpenGL ES, FMOD C++, C# |
As the gameplay programmer on Hit & Myth (and one of only two programmers on the project), my duties were extensive. I created the cutscene system, the font rendering system, the graphic user interface and the conversation system. I also developed a conversation editing tool written in C# that allowed the designers to get much more content into the game than they were expecting.
Game Programmer, Multimedia Games | August 2001 – March 2005 |
Projects: Tools Used: Languages: |
Life of Luxury, Big Tippers, Hollywood Squares (PC Windows) Visual C++ 6, Photoshop C++ |
My duties at Multimedia Games required me to port games from proprietary hardware and software systems to work on the Windows platform. I typically had no access to the original hardware or software. All of my work was done using Visual C++ 6.0. DirectX was used for all graphics. I also programmed low-level drivers for set-top boxes that were not originally built to run on the Windows platform.
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