last update: 07/2003

Frederic MY
Carlsbad, CA 92008 - USA
Citizenship :  French
e-mail :  fmy@fairyengine.com

Senior 3D software engineer (7 years experience)

Work experience


Summer 2003 :  Writing of a technical article in english for the forthcoming book Game Programming Gems 4 (to be published in 2004), entitled "Using custom RTTI properties to stream and edit objects".

06/2003 :  Anagram Audiovisuel (Toulouse).
Development of a virtual visit software (DirectX), used to reconstruct an abbey and a Gallo-Roman villa from the South-West of France. Export plug-in for 3D Studio Max 5.

05/2001-08/2002 :  Director of Programming, BSF335 (studio of Bits Corp, Toulouse).
Work on a tool (MFC + DirectX) allowing to edit and fine-tune the levels (made of elements built and textured with 3DS Max) of a 3rd person game while playing.
R&D on "Image Based Lighting" (cubemaps + vertex shader, GeForce3).

01/2000-04/2001 :  Lead Programmer then R&D Director, Microids (Paris).
R&D for the game Syberia. The goal was to better integrate real time 3D characters in precalculated environments by enabling static and real time objects to light and shadow each other dynamically.
Support, tools and modifications of the middleware NetImmerse on other projects.

05/1998-12/1999 :  Lead Programmer, Duran SA (Paris).
3D sailing on-line game Virtual Skipper (11 months). I was notably in charge of the general architecture, 3D, and rendering. The game supports DirectX, Glide and OpenGL, all calculations are performed on the CPU by my own routines (TnL hardware acceleration was uncommon at that time).

Pentium3 demo for Intel (8 months), using DirectPlay and the proprietary Mendel technology. The aim was to show that SSE instructions allow great performance improvements in specific fields such as sound compression, texture generation or spline calculations. Two or three people on different computers could communicate through headphones, see puppets representing them move and speak (lip-synch) on the screen, and interact with the puppets' shapes (hence the splines).

11/1997-04/1998 :  Engineer specialized in Microsoft technologies, Winwise (Paris).
MFC + SQL projects for the General Direction of Armies and Bouygues.

10/1996-10/1997 :  Videogame programmer, Haiku Studios (Paris).
3D hardware (3D Blaster, 3Dfx) accelerated versions of MS-DOS games, R&D work on special effects.

Education


1995 :  Graduate of Ales School of Mines, French national college of engineering.
This represents a level of 5 years after High School Diploma.
Coursework in mathematics, physics, last year specialization in computer science.
1989 :  Baccalaureat E : High School Diploma equivalent, specializing in mathematics and technology.

Computer science


Languages :  C / C++ (6 years), 80x86 (4 years) / pentium SSE / Z80 Assembler, Pascal, Basic, HTML, Foxpro.
API :  DirectX (D3D, DSound, DPlay, DInput - since version 3), OpenGL (2 years),
MFC (4 years), STL (4 years), Glide, NetImmerse, 3DS Max SDK.
Miscellaneous :  ASP, SQL, UML, COM, JavaScript, shaders (asm & HLSL).

Languages


French :  Mother tongue.
English :  Good spoken and written English (First Certificate of Cambridge, grade B).
I attended WGDC 2000 in London, and GDC 2001 in San Jose.
3 weeks trip to California in November 2002.
Technical article for the forthcoming book Game Programming Gems 4.
Spanish / German :  School knowledge.

Interests


Sports :  Running (4 marathons), bicycle touring (I've climbed up more than 300 passes).

Hobbies :  1994-96 : PC demomaker, contributions to international competitions such as Assembly in Finland or The Party in Denmark.
I won the first place with a friend at SIH'95 in the Netherlands with our demo 'Goldorak' (see my website for screenshots).

2001-03 : www.fairyengine.com website dedicated to 3D real time programming I do during my spare time.
Resume with screenshots of the projects I worked on : www.fairyengine.com/resume_gallery.htm

Other details


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