Steve Riley
Owner at Eureka 3D Inc- Claim this Profile
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English Native or bilingual proficiency
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Spanish Elementary proficiency
Topline Score
Bio
XuanD. Le-Loedding
Steve knows his stuff;quite computer savvy and great communication skills
Jason Jessup
talented, generous, and self-starting developer and teammate.
XuanD. Le-Loedding
Steve knows his stuff;quite computer savvy and great communication skills
Jason Jessup
talented, generous, and self-starting developer and teammate.
XuanD. Le-Loedding
Steve knows his stuff;quite computer savvy and great communication skills
Jason Jessup
talented, generous, and self-starting developer and teammate.
XuanD. Le-Loedding
Steve knows his stuff;quite computer savvy and great communication skills
Jason Jessup
talented, generous, and self-starting developer and teammate.
Experience
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Eureka 3D Inc
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United States
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Software Development
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1 - 100 Employee
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Owner
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Aug 2005 - Present
http://eureka3d.com Programming and project management tasks associated with contracts for dozens of development efforts related to medical simulations, network information assurance, retail product advertising, GIS real-time tracking systems and 3D entertainment products. Developed projects programmed for real-time 3D, mapping, cost analysis as well as web-based frameworks. Used Microsoft C# and Mono, Microsoft C++ and GCC, PHP, SQL, Objective C, JavaScript, Unity 3D engine, three.js, LLVM compiler, EMscripten, Id Tech 4 engine, OpenGL, OpenSceneGraph, WebGL, Visual Studio, Eclipse, Android IDE, Subversion, GIT, Windows 7-8, Ubuntu Linux, Android, iOS, HTML 5, CSS 3.0, Wordpress, osCommerce, .net nuke, Google Analytics, Google Adwords, Adobe Dreamweaver, Adobe Flash. Clients include: ---Openwhere, Inc. ---DreamWorks Animation SKG ---Intel ---MedStar Health/Sitel ---Carney, Inc. ---CarneyLabs ---Dormia, Inc. ---Abed.com ---IncrediMail ---Pelican Mapping ---Jimmy Zees Coffee ---Joe Ragan's Coffee ---Zipcard.us Visit http://eureka3d.com for a more extensive client listing.
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InfoReliance, Inc.
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Washington D.C. Metro Area
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Senior Software Consultant
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Jan 2017 - Mar 2017
• Designed and developed code to read industry standard ioc (indicator of compromise) files, parse and evaluate business logic and establish hooks to Windows, Linux and Mac for malware analysis and detection in C++ using QT, XPath, SQLite and custom query strategies to analyze and aggregate potential predicate candidates • Created interface and strategy for deploying ioc module as core component of new malware detection enterprise suite to be used by US Army and intelligence gathering groups
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OpenWhere
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Herndon VA
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Contract Senior Consultant
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Apr 2014 - Aug 2014
Integration of imaging technologies with WebGL based visualization tools, cloud and gpu optimization technique integration. Integration of imaging technologies with WebGL based visualization tools, cloud and gpu optimization technique integration.
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DreamWorks Animation
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United States
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Animation and Post-production
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700 & Above Employee
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Contract Software Developer
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Jun 2011 - Nov 2012
Contracted for the R&D character animation department working on the next generation tools to be used by technical directors for future films. Created a C++ model api that used pointer encapsulation to do automatic memory management and allow the technical directors to use pure objects exclusively in an effort to simplify their development process. Created various testing and optimization tools to enable their developers to view full model animations in real-time. Development was done in Red Hat Linux using the Intel Optimizing Compiler and GCC under an environment supporting latest non-draft C++ language specifications (C++ 03 and the latest versions of the Boost libraries). Used GCC & Intel C++ compilers, OpenGL, Bamboo, Atlasian, Red Hat Linux, GCC, Intel Optimizing Compiler, Valgrind, Eclipse.
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MedStar Health
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United States
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Hospitals and Health Care
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700 & Above Employee
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Contract Senior Developer
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2009 - 2010
Developed 3D mass casualty simulator for MedStar, Inc. - Code Orange (as featured in the Washington Post) utilizing the ID Tech 4 engine. Became quite proficient in use and implementation of coding, tool utilization and architectural framework issues related to the engine itself and specific customizations. Upgraded the scripting and pcode engines as well as interacting with outside teams on potential support for additional AI infrastructure based on proven, cutting edge methods of deployed robotic agents. Used Visual C++, Subversion, Id Tech 4 Engine with full source, Visual Studio, 3D Studio Max, Windows Vista.
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Pelican Mapping
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United States
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Software Development
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1 - 100 Employee
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Contract Software Developer
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Aug 2005 - Dec 2005
Created extensive 3D capability extensions to situational awareness engine for Sanborn in their development of a complete 3D/2D mapping and real-time asset update system for the police department of Dubai. Implemented shadow volume visibility, line of site awareness, asset placement and update tools, and motion controller models for input controls using C++, Managed C++, .net, OpenSceneGraph, OpenGL, Base Camp, Subversion, Visual Studio, Windows XP. Created extensive 3D capability extensions to situational awareness engine for Sanborn in their development of a complete 3D/2D mapping and real-time asset update system for the police department of Dubai. Implemented shadow volume visibility, line of site awareness, asset placement and update tools, and motion controller models for input controls using C++, Managed C++, .net, OpenSceneGraph, OpenGL, Base Camp, Subversion, Visual Studio, Windows XP.
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Textron
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United States
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Aviation and Aerospace Component Manufacturing
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700 & Above Employee
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Systems Engineering Lead
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Jan 2004 - Jul 2005
Developed and extended a data-fusion and visualization product that used 3D, 2D and plugins for backend data sources and external databases for information analysis and situational awareness in training, simulation and situational awareness environments. Developed a number of analysis techniques for situational awareness including shadow volume support for visibility testing and dynamic terrain generation from DTED and CIB imagery files for the intelligence and homeland security community. Coordinated with five other programmers on the production, testing and deployment of this product to the NSA, Department of Homeland Security, Darpa and Metropolitan Police Department. Helped company sell to FedIT for over $10 million in an all cash transaction. I was lucky enough to work with some amazing business development experts who taught me invaluable skills. Used OpenSceneGraph, OpenGL, .net, C++, Managed C++, C#, Visual Studio, Visual Source Safe, Windows XP, Terra Tools, 3D Studio Max
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Atari
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United States
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Computer Games
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200 - 300 Employee
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Lead Software Engineer
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Jun 2000 - Apr 2002
Rewarded with the opportunity to work with top notch game console development teams and an outstanding IRAD Tools team. Participated in the implementation, training and utilization of a truly amazing scene graph engine known as VisKit based on the scene graph principles made popular by SGI’s performer. Lead two development teams of 15-20 artists and coders in working on a Snoopy Fly Ace Project for the Game Cube and Mission Impossible: Operation Surma for the X-Box, Gamecube and PS/2. Integrated stencil based shadow volumes into VisKit prototype using a variation of Carmack's reverse as an optimization technique. Integrated a vertex based baked in shadow mechanism into tool for Spy Hunter for the PS/2. Company sold to Infogrames / Atari for $19.5 million in stock and cash. Used GCC & Microsoft Visual C++, VisKit scene graph engine, Direct X, OpenGL, PS/2, GameCube API’s, Visual Source Safe, CVS, 3D Studio Max, Maya, Visual Studio, Windows NT, Red Hat Linux, Bugzilla, Eclipse, Docjet, Microsoft Project
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AEON
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Education Administration Programs
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300 - 400 Employee
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Lead Software Engineer
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Sep 1998 - Mar 2000
Directed the activities of all programmers as well as personally coding all of the 3D aspects of the submarine simulation Silent Hunter II. Silent Hunter II enhanced Silent Hunter by bringing it a full 3D engine running under Windows 98/95 Direct 3D/OpenGL and changing its setting from American submarine encounters in the Japanese Pacific to WWII German U-boat encounters in the Atlantic. Lucky enough to work for and with industry experts; William T. Becker and Kim Biscoe– their guidance, understanding; commitment to quality and rock solid integrity left an indelible mark that remains with me to this very day. Involved in all aspects of scheduling and management of programming personnel for the project as well as being the technical liaison to the real-time 3D artists. Managed relationships with external contractors responsible for creating models used in our 3D world. Became very familiar with the scene graph paradigm that has in recent years become popular in the development of real time 3D software. Created numerous additional capabilities for loader for Multigen OpenFlight files for VisKit and Gamebryo (called NetImmerse at the time). Used Visual C++, Direct X, OpenGL, 3DFX Glide, Gamebryo scene graph engine, VisKit scene graph engine, Multigen Creator, 3D Studio Max, Visual Studio, Visual Source Safe, Windows 95/98, Microsoft Project
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All-Source Processing, Inc.
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Parsippany, New Jersey
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Director of Software Development
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Aug 1997 - Aug 1998
All Source Processing, Inc. created 3d hardware in-house that used a voxel technique to produce realistic terrain from Dem, DTed CIB map data. It used off-the-shelf polygonal rendering chips (3DLabs Glint) to create polygonal effects depth merged with the voxel terrain interleaving frame and depth buffer writes. Coordinated software development, oversaw five programmers, created a software library for card set called the Feature Manager. Used design techniques from the classic Design Patterns book by the Gang of Four. The Feature Manager encapsulated a polygonal object definition system, fonts, 3d symbols, photo realistic icon objects as well as effects such as fog and haze. Dealt extensively with the OpenGL interface on Windows NT & Solaris (using Mesa). This unique environment taught me advanced techniques dealing with multi-resolution(LOD) rendering of terrain, OpenGL and crossing the hardware/software barrier with 3d hardware on the most fundamental levels. Managed the software process with Rockwell Collins to begin integration of our cardset on commercial airlines by the year 2000 using a driver layer to connect to their Objective C NextStep environment. Chose the name that was trademarked for the cardset: "The True-Terrain 3D". Found a software solution for a prospect voxel imaging project for medical diagnosis. Used C++, OpenGL, Mesa, Windows NT, Solaris Unix, Visual Source Safe, Microsoft Project.
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Atari
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United States
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Computer Games
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200 - 300 Employee
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Software Engineer
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Jun 1995 - Jul 1997
Involved in programming, design and development of two shipping games and a third project concerning the design and implementation of a WIndows 95 based game development system using Direct X. This process involved extensive design coordination to create a game system that utilized Direct X, sprites, video compression codecs, sound effects and music, input by maintaining an event manager, memory handler, caching system, custom fonts system, and custom user interface for windows, buttons, sliders, supporting translucency, etc. Work on this fundamental library taught me quite a bit about committee based and independent design approaches. Both games involved me in various levels of programming, design and development. The processes, interface design and programming, were done through multiple spiral iterations and Legend continued to uphold their stellar track record of timely game delivery. Oversaw a group of artists and gave them direction to generate final game art. Coordinated with team of testers producing solid entertainment products. Games developed for and credited on include: Blackstone Chronicles, Callahan’s Crosstime Saloon and Star Control 3. Used C & C++, Watcom with DOS4GW & Microsoft Compilers for DOS and Windows 95, RCS, Debabelizer, Photoshop, Autodesk Animator, Smacker
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Alexander Graham Bell Association for the Deaf
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Washington, DC
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Database/Network Coordinator
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Sep 1994 - May 1995
Administered database of users; managed network, wrote software for in depth subscriber analysis as part of ongoing effort to optimize coordination of members. Administered database of users; managed network, wrote software for in depth subscriber analysis as part of ongoing effort to optimize coordination of members.
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White Obsidian
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Springfield, Virginia
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Software Developer
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Sep 1988 - Aug 1994
Coordinated the needs of multiple clients in the building and development community. Created shareware products Spredit, Reality Check and Facedanz. All done in Borland C and Turbo Pascal! Coordinated the needs of multiple clients in the building and development community. Created shareware products Spredit, Reality Check and Facedanz. All done in Borland C and Turbo Pascal!
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Education
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Northern Virginia Community College
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Virginia Commonwealth University
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George Mason University
Computer Science