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The Wayback Machine - https://web.archive.org/web/20060615172254/http://sponeil.org:80/Resume.htm
Sean O'Neil
sean.p.oneil@gmail.com
770-849-9486

Skills: (Numbers in parentheses indicate work-related experience of 1 full year or more.)
Operating Systems - Windows 3.x/95/98/Me/NT/2000 (7), DOS (2), Linux (1), QNX
Languages - C/C++ (8), Java (3), x86 ASM/MMX (1), Pascal, ADA, Lisp
Databases - SQL Server/SQL/TSQL (7), Informix (1), DB2 (1), Oracle (1)
Libraries - Win32/MFC/ODBC (7), COM/DCOM/ATL/ADO (2), JDBC (2), OpenGL (2), DirectX
Miscellaneous - InstallShield (1), IIS (2), Tomcat (1), HP OpenView, Crystal Reports

Experience: Consultant - Maxis, Inc. 04/01 - 10/03
Part-time contract to assist with R&D; development involving dynamic generation and rendering of fractal-based worlds at any level of detail using C++ and OpenGL.

Project Leader - Verso Technologies, Inc. 03/95 - Present    (merged with Telemate Software, Inc. in 11/01)
Full-time position developing reporting software for telecommunications and network devices. These projects, primarily TeleMate and NetSpective, spanned many years, versions, and technologies. Other significant projects include web-based services using Linux/Java/DB2 for the WebFilter network appliance, a customizable e-commerce site for NACT switch customers using Linux/Java/JSP/Informix, and a Central Management Console for NACT switches using SNMP with HP OpenView.

Software Developer - Display Solutions, Inc. 10/94 - 03/95
Part-time position developing graphical software using C and x86 assembler for QNX 2.0 OS to generate graphics and animation to send to electronic signs. Also worked on firmware in assembler for an 8-bit microprocessor to control the signs.

Education: Georgia Tech - B.S. in Computer Science 1994 (GPA: 2.7)
Specializations - Software Engineering, Database Design, Computer Graphics

Publications: A Real-Time Procedural Universe, Part One: Generating Planetary Bodies
A Real-Time Procedural Universe, Part Two: Rendering Planetary Bodies
A Real-Time Procedural Universe, Part Three: Matters of Scale
Massively Multiplayer Game Development
Real-Time Atmospheric Scattering