Ryan Bergan

Principal - Software Engineering at CAE
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Contact Information
us****@****om
(386) 825-5501
Location
Dallas, Texas, United States, US

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Richard Peper

Ryan is a very driven individual who can adapt even to the most demanding of work conditions. Within his first month of employment, he was able to quickly get up to speed with the code base and become a valuable asset to the project. Even when we lost a few of our supporting programmers, Ryan was able to compensate for the loss and meet the needs of the team. Ryan is also very fun to be around. He blends really well with other team members and helps maintain positive morale, even during the darkest of times. I would definitely work with Ryan again, if I were given the option.

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Credentials

  • Certified Scrum Master
    Scrum Alliance

Experience

    • Canada
    • Aviation and Aerospace Component Manufacturing
    • 700 & Above Employee
    • Principal - Software Engineering
      • Mar 2022 - Present

      Architect & technical point of contact for eFlight Manager mobile flight planning solution Architect & technical point of contact for eFlight Manager mobile flight planning solution

    • United States
    • IT Services and IT Consulting
    • 700 & Above Employee
    • Principal - Software Engineering
      • Apr 2019 - Mar 2022

      - Architect & technical point of contact for Sabre eFlight Manager mobile flight planning solution- Responsible for:- Technical coordination w/ customers & internal stakeholders - End-to-end SDLC for team of 8 - High availability, horizontally scaled REST API - Data integrations for flight plan & weather - Cloud migration, SSO, GDPR, test automation- Re-architected native mobile applications from separate codebases to 75% shared code

    • Team Lead - Software Development
      • Aug 2016 - Apr 2019

    • Senior Software Developer
      • Jul 2013 - Aug 2016

    • United States
    • Oil and Gas
    • 700 & Above Employee
    • Software Engineer
      • Nov 2010 - Jun 2013

      Working on engineering applications to provide an innovative, efficient workflow to shop and field engineers. The applications are intended to predict problems before they happen and generate accurate renderings, schematics and prints. I have extensive experience developing, configuring, and deploying Web Services with WCF. I am also currently working with 2D and 3D rendering and UI technologies including Unity3D, WPF, and Flash/Flex. Responsible for working closely with Product Owners and Stakeholders to determine the right solution for them and provide the most value possible. Show less

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Lead Programmer
      • Mar 2010 - Nov 2010

      Served as Lead Programmer on 2 XBox Live Arcade / Playstation Network Titles.Oversaw a programming team of 4. Worked with producers, designers, and artists to schedule game features and tools updates. Oversaw and participated in implementation major gameplay systems, tools, and UI.

    • Programmer
      • Sep 2008 - Nov 2010

      Shipped The Princess and The Frog (Wii), Worked on an Internal Demo and 2 other Unannounced Game Projects.

    • Computer Games
    • 1 - 100 Employee
    • Programmer
      • Oct 2008 - Aug 2009

      Collaborated with designers to implement a unique combat system Worked closely with animators to implement character control and animations Worked with artists to expand the graphical toolset to make the game look as good as possible Responsible for managing build creation process to create Xbox 360 builds for many demos Created and maintained the code base for the project using Griptonite's Proprietary engine Collaborated with designers to implement a unique combat system Worked closely with animators to implement character control and animations Worked with artists to expand the graphical toolset to make the game look as good as possible Responsible for managing build creation process to create Xbox 360 builds for many demos Created and maintained the code base for the project using Griptonite's Proprietary engine

    • Programmer (Contract)
      • Jan 2008 - Jul 2008

      Programmed a path-tracking system that sampled Unmanned Aerial Vehicle trajectories and rendered them procedurally. More information: http://www.esalpllc.com/projects/ Programmed a path-tracking system that sampled Unmanned Aerial Vehicle trajectories and rendered them procedurally. More information: http://www.esalpllc.com/projects/

    • Network Programmer
      • Jan 2006 - Jul 2007

      Worked with a small team of programmers and artists to create a proprietary simulation for Boeing. Built on Torque Game Engine, the simulation allows users to command a swarm of Unmanned Aerial Vehicles to provide situational awareness. Programmed networking functionality for the simulation to communicate with the UAVs as well as other command and control systems. More information: http://www.esalpllc.com/projects/ Worked with a small team of programmers and artists to create a proprietary simulation for Boeing. Built on Torque Game Engine, the simulation allows users to command a swarm of Unmanned Aerial Vehicles to provide situational awareness. Programmed networking functionality for the simulation to communicate with the UAVs as well as other command and control systems. More information: http://www.esalpllc.com/projects/

Education

  • University of Washington
    Bachelor of Science (B.S.), Computing and Software Systems
    2006 - 2008
  • Henry Cogswell College
    N/A, Computer Science
    2005 - 2006
  • Olympic College
    Associate of Arts and Sciences, Math, Physics, Computer Science, Arts
    2003 - 2005

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