Lez Andrew

Co-Founder at Performit Live
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Contact Information
us****@****om
(386) 825-5501
Location
Newport, England, United Kingdom, UK

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Experience

    • United Kingdom
    • Media Production
    • 1 - 100 Employee
    • Co-Founder
      • Feb 2023 - Present

    • Software Engineer
      • Feb 2018 - Present

  • Rubicon Development
    • Ventnor, Isle of Wight
    • Programmer
      • Nov 2012 - Oct 2017

      Being a small company, I was involved in almost all of the aspects of the development process on most of the games from initial design, through implementation and maintenance, to final submission of games to the relevant online stores. I was also involved with monitoring the support forums and dealing with issues that were reported by users. Various mobile games: (Android, iOS, Steam, PC) * Design and implementation of games on Android/iOS devices (C++, Java, Objective-C). * Creating backend servers with RESTful APIs (PHP, MySQL, JavaScript). * Deployment and maintenance of MySQL database hosted on Amazon Web Services. * Preparing and submission of Android applications to Google Play store. * Monitored the support forums and worked with users to fix issues. In house game engine: (Android, iOS, PC) * Created a generic, multi-threaded, board game AI system. Based on MiniMax algorithm and its variants, it is able to evaluate board positions at least 100x faster than the previous heuristic based approach and is easily scalable for different target devices (C++). * Updated engine HTTP system to a common API (C++, Java, Objective-C). * Added HTTPS (TLS/SSL) support (C++, Java, Objective-C). * Developed an online logging system with a RESTful API to record high scores and determine which levels/games were popular with users (C++, PHP, MySQL). * Added a common API and full support for Facebook and Twitter (Android, iOS and PC) * Updated in-house data pipeline tool to support new image format (KTX, KTX + Alpha) and improve compression of prepared data. This generally took 20% off the size of the download for each platform (C++). Show less

    • Health, Wellness & Fitness
    • 1 - 100 Employee
    • Software Engineer
      • May 2011 - Oct 2012

      Solcom provides solutions for the Pharmaceutical, Biotechnology, Nuclear and Health industries. I was involved in two projects; the packaging of isotopes for healthcare (Drytec) and in the design and implementation of a Remote Health Monitoring system (Whzan). I was also responsible for setting up their Bug Tracking system (JIRA). Drytec Generator Packaging System: Packing Facility (PC, PLC) * Worked with key members of GE Healthcare and FANUC Robotics (UK) Limited in the design of a new facility to upgrade of GE Healthcares DRYTEC Generator Packaging System. * Produced the Functional Specifications document on behalf of FANUC Robotics in line with the GAMP5 guidelines necessary for such a facility. This involved liaising with many different levels of staff at GE Healthcare, Solcom and FANUC Robotics. Implemented the UI for the plant to allow operators to easily view and control various aspects of the packaging system and print system reports. (C#, WPF) * Attended site visits during the construction of the facility to aid with system testing. Whzan Telehealth: Medical data recording and analysis (PC, Android) * Help design a system using off the shelf products to create cost effective way to monitor patients in their home environments. Using Android devices with custom software to walk clinicians/patients through taking medical readings before uploading to a remote database. * Creation of a backend MySQL database as part of the secure National NHS Network (N3) to record medical data (MySQL). * Creation of a website to provide clinicians with a real time triaged view of the patients in their care (C#, WPF). Show less

    • Netherlands
    • IT Services and IT Consulting
    • 700 & Above Employee
    • Software Engineer
      • Aug 2009 - Apr 2011

      Remote working with regular visits to head office in Amsterdam. After AGS was purchased by TomTom, I was part of the 3 man team that created a separate process to render 3D data on TomTom’s embedded devices. The 3D and navigation information was provided by the main TomTom navigation process (NavCore3). My initial task was to create the inter process communication layer which passed data between the two processes. Later my responsibilities included adding the WebKit library to be used as the UI within the NavCore3 software. * Created a separate RealityMobile process to run alongside the TomTom navigation process (NavCore3) that would perform the 3D rendering of building, map and navigation data (C++, OpenGL ES). * Used inter-process communication (shared memory and sockets) for passing texture and navigation data between the processes (C++). * Integrating WebKit to the NavCore 3 code base for TomTom’s new UI system (C++). * Profiling and subsequently reordering their rendering pipeline to increase the frame rate from ~2fps to ~30fps. * Created tools to pre-process 3D buildings into an efficient format for rendering (C++). * Prepared a presentation to be given to the rendering team on debugging graphics code with API call analysers e.g. PIX, gDEBugger. This included work on an in-house openGL ES analyser (C++ & C#) for embedded targets with analysis on a client machine. Show less

  • Advanced Geospatial Solutions (AGS) Ltd.
    • Henley-on-Thames, England, United Kingdom
    • Software Engineer
      • Jan 2007 - Aug 2009

      Remote working with regular visits to head office in Henley-on-Thames. My initial work was with RealityMap – a 3D Geographic Information System (GIS) used to render buildings and other information in 3D. This product is used by various national security and emergency services. The main task was to take a large database of vector map information consisting of thousands of items and display it at interactive frame rates. After this I was part of a two man team tasked to design and implement RealityMobile, a portable device version of RealityMap along with an associated C++ SDK. After successfully demonstrating RealityMobile at the 2009 Mobile World Congress the SDK, along with the development team, was bought by TomTom for use in their navigation devices. RealityMobile: 3D GIS for mobile (Various PND’s) * Design of the RealityMobile SDK API (C++). * Ported the RealityMap core for use in Mobile platforms (C++). * Created software renderer for embedded devices without 3D acceleration (C++). * Navigation test application and the UI design and implementation (C++, Open GL ES). * Offline Building Landmark LOD generation tool using a variation on VIPM (C++) * SDK Documentation. RealityMap: 3D GIS for desktops (PC) * Replaced the previous vector data management and display system with a new plug-in design which allowed for easier maintenance and addition of new data formats (C++). * Used UML design tools to help create a common interface API able to support several formats while keeping speed of memory restrictions in mind as the system needs to work with many thousands of active map features. * Adding the capability for RealityMap to generate high DPI screen shots (C++). * Added support for the NITF format to the RealityMap image import tool (C++). Show less

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • Lead Programmer
      • 2004 - 2006

      Initially hired to work on various games projects and maintain the in house tools, I eventually became a Lead Programmer. I mentored and assessed trainee programmers for the company and helped interview prospective candidates for the programming team. I was also responsible for setting up the Bug Tracking system (Mantis) and introducing the company to and built their Continuous Integration system (CruiseControl). Red Barron: World War One dog fighting (PC/ Xbox 360 Live Arcade) * Lead programmer and also heavily involved in the game design (C++). * Researched texture synthesis techniques to provide convincing coverage of large environments (6km square) whilst ensuring game fitted within the 50Mb download limit. * Created volumetric clouds with Impostors which could be flown through without jarring visual effects. * Developed AI aircraft control method via manipulation of the aircrafts physics surfaces. * Created the games mission scripting system. PocketBike Racer: 3D bike racing (Dual boot Xbox 1 & Xbox 360) * Lead programmer and also heavily involved in game design (C++). * Project delivered on time and on budget even with a demanding client insisting on many last minute design changes. * For this project, additionally researched and built a Continuous Integration build system so the client could download the latest build at any time (CruiseControl). Other projects included: * Centipede & Millipede: Retro arcade game (Xbox 360) * Asteroids & Deluxe: Retro arcade game (Xbox 360) * Novadrome: 3D driving (port to Xbox 360 Live Arcade) * Crystal Quest: 2D action / puzzle (X360 Live Arcade) * Mekken: 3rd person shooter (design & port from PC to Xbox) * Carmageddon: 3D driving (port to Gizmondo hand held device) * London Racer: Euro Destruction: 3D driving (PC, PS2) * Novadrome: 3D driving (PC, PS2) Show less

  • LA Software
    • Newport, England, United Kingdom
    • Programmer / Games Designer
      • 2003 - 2004

      After the closure of VIS Isle of Wight, I decided to try self employment with the aim of writing programs to assist with Speech & Language therapy. After a few months I was asked by the newly reformed Stainless Games Ltd. to develop a game design before eventually becoming an employee. Play it again: Music quiz design for Stainless Games (PS2) * Designed game play elements and some of the structure and for the game. * Involved remote working with Stainless Games employees to obtain artwork and to discuss & collate ideas into the final game design document. Anemone: 3D special needs learning aid (PC) * Created an application to aid training on alternative communication devices (C++). * Used organic art techniques to create a visually stimulating program that would be of interest to all age groups. * Support various non-standard PC controllers. Show less

  • VIS Isle of Wight
    • Newport, England, United Kingdom
    • Programmer
      • 1999 - 2003

      Stainless Software was bought out by VIS Entertainment and the name was changed to VIS Isle of Wight. I continued to develop my skills into the areas of AI and more advanced tool development. I also became more involved in project management. E-VAC: 3rd person adventure (PS2) * Produced a Maya level creator & exporter for the project. * Addition of visual scripting system for effects & NPC’s to the above Maya level editor. * Created an additional plug-in to allow the artists to easily add and update their data into source control from within Maya. PowerPuff Girls: 3D free roaming platform / puzzle (PS2) * NPC vehicle simulation – programmed to follow the road paths in a convincing manner and obey basic traffic laws. * NPC citizen simulation - programmed to wander the streets by using a variation on the Boids creature flocking system and to react to in game events such as fleeing from fights and explosions. Rally: 3D driving simulator (PC, later moved to PS2) * Caretaker lead programmer for 2 months whilst the original lead switched to work on the PS2 engine. * AI system which used a combination of path finding and the in-house physics engine to drive the AI cars mostly by "conventional" means (and cheat where necessary). Show less

    • Programmer
      • 1997 - 1999

      Hired as a junior PlayStation programmer continued to develop my C/C++ programming skills concentrating in particle special effects and tools. Games included: * Revenge of Man: 3rd person adventure (PC) – prototype. * Carmageddon 2: 3D driving (PC) * Arena: 3D beat ‘em up (PlayStation, PC) Hired as a junior PlayStation programmer continued to develop my C/C++ programming skills concentrating in particle special effects and tools. Games included: * Revenge of Man: 3rd person adventure (PC) – prototype. * Carmageddon 2: 3D driving (PC) * Arena: 3D beat ‘em up (PlayStation, PC)

  • Effigy Software
    • Ruskington, England, United Kingdom
    • Programmer
      • 1995 - 1997

      My main role was to port games from the Amiga to the PC using C and 80x86 Assembler. Games included: * FFigy: 3D Isometric puzzle game (PC) – prototype * Necromantics: 2D platform / puzzler (PC) * Pinball Prelude: 2D Pinball (PC) My main role was to port games from the Amiga to the PC using C and 80x86 Assembler. Games included: * FFigy: 3D Isometric puzzle game (PC) – prototype * Necromantics: 2D platform / puzzler (PC) * Pinball Prelude: 2D Pinball (PC)

Education

  • Nottingham Trent University
    Bachelor of Engineering - BE, Electronics and Computing
    1990 - 1994

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