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Software Engineer Crosbie Fitch Skill Set A generalist with an extensive C++ background currently developing data-driven PHP front-end web applications and C# trading system back-ends on a Windows IIS/.NET platform with MySQL and MSSQL databases. Toolset: MS Visual Studio, C++ & C# on Windows & Web/IIS/.NET C#: 6 years, OOP, generics, SOAP web services, MS SQL C++: 12 years, OOP, multithreading, templates, STL, COM/ATL, MFC PHP: 4 years, OOP, Pear, MySQL, Smarty 3D: BRender, Cineon, 3DS Max, Maya, Renderware, Q/Qube OS: Primarily MS Windows, with some experience of SGI Irix, Sony PS2, & others Current Work Digital Productions (e-commerce) Apr 2006 – Ongoing 2010 Research & Development of Scalable Multiparty Commissioning Mechanisms Digital Productions is the umbrella/website documenting my entrepreneurial ventures to develop a business based on providing solutions to the problem of exchanging intellectual work for money, rather than for the exploitation of an increasingly ineffective monopoly viz copyright. I also discuss many of the issues and problems arising from the misapplication of copyright to the Internet and people’s cultural intercourse in the information age. 1p2U (PHP, MySQL, MediaWiki CMS, Contingency Market) 20091p2U is both a demonstrator of the Contingency Market and of a means of enabling bloggers to exchange the production of their articles for the sponsorship money of their more interested readers. The site is introduced at http://1p2u.com 1p2U is written as a PHP extension to the MediaWiki CMS, and communicates with the Contingency Market web service via a PHP API to its SOAP interface. Thus the readers’ sponsorship deals contingent upon publication of each subsequent article (in an RSS feed) are registered and processed by the Contingency Market, with the 1p2U website just providing a simple user interface. The Contingency Market (C#.NET, SOAP, MS SQL, PHP, MySQL, MediaWiki CMS) 2008Having become convinced by QuidMusic that contingent funding, being a dimensionally correct exchange of work for money, was the future revenue mechanism for intellectual work (replacing the sale/licensing of copyright), I set about producing The Contingency Market. This is a generic back-end that supports all variations in this field, thus able to support the Digital Art Auction and QuidMusic. Internal documentation of C# API is at: http://contingencymarket.com/help This was exposed as a SOAP .NET web service developed in C# backing onto MS SQL. SOAP API listed at: http://contingencymarket.com/api/Service.asmx A PHP/MySQL client API was also developed and demonstrated as an extension to the MediaWiki CMS. Documented at: http://contingencymarket.com/index.php?title=Web_Service QuidMusic (PHP, Smarty, Pear, MySQL) 2007The objective with QuidMusic was to present a very simple proposition: that a musician’s fans would pledge to pay them a pound upon the release of their next single (as a downloadable recording). The prototype of this website is currently live at http://quidmusic.com The prototype achieved its objective of convincing me this model was viable, even though I realised it would not be at this price point, at least not until the mechanism had become far more popular and recognisable. It is today becoming known as ‘crowdfunding’ and ‘micropatronage’. Rather than use a CMS, I built QuidMusic on top of the PHP Pear libraries, the Smarty templating engine, and the MySQL database. Digital Art Auction (Xoops CMS, PHP, MySQL) 2006I had formulated and invented The Digital Art Auction in 2001 (resulting from theorising revenue mechanisms for web-scale virtual environments in 2000) as a means of democratically determining the market retail price of a digitally reproducible artwork and effecting the exchange of the work for the money of those offering its price – thus making file-sharing free distribution and a promotional benefit, rather than a price competitor. In this indefinitely long auction, designed for unreleased works that are trivially reproducible at zero cost (recordings, software, drug formulas), bidders openly submit their maximum bids (which may be adjusted or withdrawn at any time). The seller may review the bids and close with a price of their choosing at any time — the successful bidders that pay this price are those whose bid meets or exceeds it, and these are the only bidders who receive a copy of the item. An exposition is at: http://digitalartauction.com/history/essay.htm In 2006 I developed a prototype website as a PHP/MySQL based extension to the Xoops CMS (after finding the Python based Zope CMS to be unsuitable). I put development of this on hold when I realised something much simpler would be necessary to build a market (no vendors without customers, no customers without vendors). Previous Work RebosInc (online games) Sep 2005 – Mar 2006 Software Engineer Various work involved in production of online ‘virtual football manager’ game. C programming of football narrative generator, storage and retrieval system. Creation of an application specific scripting language using Flex and Bison. Overhauling the respective website, translating tables-based layout into CSS determined layout, marking up HTML content more appropriately. Also utilising MySQL, Smarty, PHP, HTML, etc. Some work making minor adjustments to a payments gateway, ASP.NET based site with C#. Restyling of phpBB into CSS, non-tables based layout. Customised session/user management to hook in to host site. BetLink (betting) Sep 2004 – Mar 2005 Software Engineer Production of software for the betting and bookmaking industry. Wrapping of MFC DLLs in .NET. Specification, implementation, testing and successful demonstration of MS SQL based wagering engine coded using C#. Use of NDoc to facilitate code documentation. Qube Software (3D graphics/games) May 2001 – Mar 2003 Senior Software Engineer Programming of the camera controller for "Harry Potter and the Chamber of Secrets LEGO Creator", also to become part of the Q SDK. This camera could be bound to any object in the scene, had a set of predefined behaviours (orbiting, follow-cam, free-cam, etc.), customisable control input, targeting (ability to follow position, orientation, scale or target), following (automatic travel and navigation toward of target), collision handling (avoiding obstacles, wall/ground sliding), occlusion handling (move-in through obstacle towards target), smooth transitions (smooth re-orientation and target re-acquisition in spite of dynamic behaviour of both camera and target). Camera constraint, collision, occlusion and control systems all made customisable (via QCOM). Option for smooth and automatic navigation from arbitrary starting position (scene insertion point) until proper position obtained. Designed and specified QCDL, a connectivity description language (utilising XML with DTD). This permits a description of how any 3D objects can be joined together and formed into simple or complex assemblies. It utilised the concept of connectors (simple point elements added to 3D objects) that contain various kinds of compatibility information. Sets of connectors can be utilised to specify how two objects must orient with respect to one another in order to be considered as connected. This system permits user assisted scenery construction, as well as intangible attachments, e.g. placement of sounds or particle systems on objects. Worked on a Max exporter to the Q engine. Computer Artworks (3D networked games) Oct 2000 – Mar 2001 Technical Lead Joined to design and lead the implementation of a networked games engine for a new spinoff, massive multiplayer games company. Discovered upon arrival that no funding had yet been obtained. Worked both on producing the business plan for this company in order to help it obtain funding as well as demonstrate the technical feasibility of the networked games engine's design. Ended up creating the vision and strategy for this new online venture, and made this the basis for the initial draft of the business plan. Worked on a revenue analysis of the various proposals within the plan. Helped refine the vision, business plan and revenue analysis as the team expanded. Much research included assessment of various development models and their relative commercial strengths in creating or exploiting new technologies (proprietary R&D, Open Source, licensing), evaluation of numerous marketing strategies required to create/popularise the product's market (online/offline advertising, viral marketing, etc.), and exploration of the strengths and weaknesses of different revenue models (online vs. offline sales, micro-transactions, auctions, etc.). Also researched the state of the art in terms of massive multiplayer games and their technology, with particular attention to their scalability. Unfortunately the funding process stalled. Acclaim Studios (3D console games) Apr 2000 – Sep 2000 Head of Tools & Technologies Joined to head up Tools and Technologies department (once Acclaim had moved to their new Mortlake offices). Initially placed as Senior Software Engineer with the Ferrari team given their needs for coding assistance were greatest. Started work on a C++ memory and resource management system. Once that was operational started on a general diagnostics system. Played a large part in establishing coding standards and project organisation standards (Visual SourceSafe). Then began development of cross-platform libraries to contain core components typically required in games. Acclaim’s financial difficulties put a halt all projects apart from the Ferrari racing game. With this greater focus, worked on a data import/export system to get game information from Max into the Ferrari game (Sony Playstation PS2). Thus an object oriented ‘game database’, optimised for fast loading at runtime, was being used successfully just as the Ferrari project was terminated. Have also used the RenderWare libraries to implement level-of-detail for the cars and written helper and exporter plug-ins for Max. Pepper’s Ghost Productions (3D networked games, 3D animation) May 1997 – Mar 2000 Senior Software Engineer Joined to implement a networked games engine, but unfortunately, the company abandoned games development within a couple of months. Managed to at least get support to produce a couple of papers that were published at the VSMM '99 conference. Subsequently worked on an asset management system for digital animation production. Then moved on to writing C++ plug-ins for 3DS Max. Designed a rules based scenery construction plug-in for Max (using steering behaviours). Cinesite (3D movie special effects) Sep 1996 – May 1997 Senior Software R&D Engineer Design and programming of 3D rendering infrastructure for Kodak's Cineon (movie compositing software used for post-production special effects). This had the task of holding and interpreting a high level 3D scene description, and then farming this out to one or more low level rendering services, then coordinating the 3D output into Cineon’s 2D image processing pipeline. Other Cineon plug-ins. Designed the architecture for a camera tracking and match-move system. Argonaut Technologies (3D graphics) Apr 1995 – Sep 1996 Software R&D Engineer Design and programming of C++ API to the BRender 3D rendering engine. Wrote the BRender technical reference manual. Designed a games development system, which was proposed as a project to various potential partners, but despite favourable response, did not get funded. Moved over to ASL and joined the Archaios team. Developed a high level scripting language as a replacement to the low level one in use at the time. Extra-Curricular Work Oct 2007 – Ongoing 2010 IT Administrator Remote administration & maintenance of Windows 2003 SBS server for Motionmex with occasional IT support. Education BSc: Engineering/Computer Science (5 terms) A levels: Maths A, Further Maths B, Physics E Personal Details Name: Crosbie Fitch Location: Headcorn, Ashford, Kent, UK Address: Swift’s Green House, Swift’s Green, Smarden, Ashford, TN27 8PQ Telephone: 01622 892494 E-mail: [email protected] Interests: Snowboarding, IP Law, Cycling