B. Van Ferguson, Jr.
--https://www.linkedin.com/in/vanf/
PROFESSIONAL SUMMARY
Programming / Software Engineering
● Highly skilled career professional with more than 14 years in computer programming and software development
● Specializing in Object-Oriented Programming, C++/C, C#, Python, Java, Unity Engine, Unreal 4 Engine, network/cloud programming, database
programming, OS programming, Cyber security, Objective-C, iOS, AWS Services, Automated Testing, and Dev-Ops
● Unity Engine - CIWS Sim - Close-In Weapon System simulator built for the Navy using the Unity Engine - completed
● Unity Engine - Golf Roulette - A multiplayer golf gambling game utilizing proprietary hardware - completed
● Unity Engine - FSX Mobile - A port to Unity of the companies main, golf simulation software package for iOS and Android - completed
● Unreal Engine 4 - Project Borealis - Developer on a Half-Life 2: Episode 3 project - https://www.projectborealis.com/
● Unreal Engine 4 - World of Mechs - https://worldofmechs.com/
● Unreal Engine 5 - Gigantic - Mobile game
● Unreal Engine 5 - Wave Warrior - U.S. Marines ACV VR Simulator - https://www.302interactive.com/us-marine-corps-vr-training-orlando
● Unreal Engine 5 - Scension Games
● Unreal Engine 5 - Avalon - https://playavalon.com/
● Unreal Engine 5 - TerraPower - https://www.terrapower.com/
EXPERIENCE
Sr. Software Engineer
2019-Present
Independent Contractor, Founder of Epochal Studios, San Diego, California
TerraPower - VR & Flatscreen, Power plant training simulator made with the Unreal Engine
● Engineering Lead
● Unreal Engine 5 / C++ / Multiplayer
● Dev-Ops Lead: Git / Gitlab (Docker container)
Scension Games - Unannounced Unreal 5 Project ● Engineering Lead
● Unreal Engine 5 / C++ / Multiplayer
● Dev-Ops Lead: Perforce / AWS
Epochal Studios - Unannounced VR Project ● Unreal Engine 5 / C++ / Multiplayer
● Dev-Ops Lead: Git / Gitlab (Docker container)
302 Interactive - U.S. Marines ACV Simulator, VR Project ● Engineering Lead
● Unreal Engine 5 / C++ / Multiplayer
● https://www.302interactive.com/us-marine-corps-vr-training-orlando
Haiku Inc. - Working on a Unity-based cyber security game/sim.
● https://haikuinc.io/products/haiku-online
● Unity / C#
● Dev-Ops Lead: Git / Github Actions (CI/CD) -> Steam & Xsolla
Sentek Global - Owner of all back-end code pertaining to Sentek’s Haiku cyber security training portal projects.
● C#, JavaScript, CSS
● .Net Core, SignalR, IIS, Kestrel, MS SQL, MySQL, AWS
WB Games - Analytics SDK for cross platform games built with various game engines.
● Kotlin (KMM), Native Android & iOS, Apache Avro, Unity Engine, Unreal Engine
● Segment & Singular analytics platforms
Sr. Software Engineer
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Avalon
Heavy C++ Unreal development on a large scale, open world, blockchain, MMO sandbox game
● Gameplay
○ Menu systems, inventory & looting systems, weapon & weapon component systems, and much more
○ All gameplay features properly network replicated
○ Profiling to help resolve slowdown issues
● Backend
○ Unreal integration with custom, RESTFul backend solutions
○ Integration with AccelByte backend services
○ Backend solutions developed as plugins
● Dev-Ops
○ Teamcity / Google Analytics
Sr. Software Engineer
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Studio 369
Worked on various Unreal Engine / C++ projects
● World of Mechs: VR, UE4, team-based, arena-shooter for Meta Quest 2
●
○ Work for Pico 4 was done, but not released
Gigantic: Lyra-based, UE5 project for mobile devices
○ Dev-Ops: Full Jenkins automation pipeline (CI/CD) with Unreal EOS dedicated servers
Software Engineer
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Amazon Game Studios, San Diego, California
Maintain and expand custom automated testing frameworks for AAA games built with Amazon’s Lumberyard Engine.
● Primarily Python and C++ usage, with some C# and LUA
● Extensive knowledge of the game code. Make additions or refactor game code to allow for automation
● Create automated performance tests and reports
● Create automated game play tests and reports
● Dev-ops Engineer: Automated test management via continuous integration software, EC2 / Jenkins
● Amazon services used:
○ GameLift - Setup and deploy servers through GameLift
○ S3 - Automatically pull builds from S3 buckets for testing
○ CloudWatch - Server logs monitored through the cloud and in real-time
● https://insider-gaming.com/amazons-cancelled-battle-royale-intensity/
Software Engineer / Game Dev-
ForeSightSports, San Diego, California
Create golf games, simulations, and applications for Windows, iOS, and Android. Worked on various existing products. Researched, designed, and
prototyped experimental game features & technologies. Agile Software Development/Scrum.
● Heavy use of the Unity Engine
● Lead Unity Developer on two, complete projects
o Golf Roulette - A multiplayer, party game with a golf and roulette theme.
▪
Windows PC supported
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Works with the company’s proprietary hardware via Ethernet & USB
▪
Cloud support (FSX Live)
https://foresight-sports.myshopify.com/products/golf-roulette
▪
https://www.youtube.com/watch?v=CmdrJsjxV4s
▪
o FSX Mobile - A golf simulator designed to mimic FSX that will run on mobile platforms.
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Lead a small team
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iOS & Android tablets/phones supported
▪
Works with the company’s proprietary hardware via Wifi & Bluetooth LE
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Video recording, FFmpeg encoding
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Cloud support with Video (FSX Live)
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Multi-Language support
https://shop.foresightsports.com/collections/fsx-2020-software
▪
● Mobile optimization to allow games to run on older, slower hardware
● Created various plugins and APIs to allow the Unity applications to run with external, proprietary hardware
o Unity can connect to the hardware via USB, Wifi, Ethernet, and BLE from multiple platforms
● RESTful cloud communications. User data, shot information, and video can be sent to the cloud
● Cryptography for cloud and device communications
● Bluetooth LE implementation for the iOS Performance Fitting App (Objective-C)
● Assisted with fixing bugs and adding features for the original FSX application (C++)
● Prototype technologies for a new physics based golf game
● Prototype projects for various other sports
Software Engineer-
Camber Corp., San Diego, California
Design and develop interactive simulators for the Navy. Simulations are networked using the DIS and/or HLA standard. Research and develop for the
latest VR and AR technologies. Traditional software engineering documentation and practices used. Worked with remote team members in various parts
of the country.
● Strong Understanding of the Unity Engine and how all the pieces come together to complete a Unity Engine project
● Primarily C# OO programming
● Ability to create the documentation required by the project; SRS, SDD, etc.…
● Ability to research and learn the latest VR, AR, and gaming engine technologies
● Developed Weapons simulators for the Navy
o Close-In Weapons System (CIWS) simulator built in the Unity Engine/C#.
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Integrated with the MAK gateway for DIS/HLA support and connecting to the Navy’s training networks.
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Created Documentation for project
▪
Designed/programmed all code for movement and firing logic, as well as all items needed to make the simulated CIWS
act like a real CIWS, such as tracking, search, and radar functionality
▪
Designed/created the GUI overlay for CIWS sim and the code needed to interact with the GUI system.
o 50-cal gunner station using the Oculus Rift DK2 and Immy glasses. Also integrated in the Navy’s training networks via DIS/HLA.
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Assisted in the integration of VR technologies into a weapons training simulator
▪
Perforce used for version control
● Graph integration in a UUV simulator, where data was transmitted to the Unity built sim via protobuf.
●
o Created 2D GUI overlays that displays line graphs based on information sent from an external program
o Good understanding of protobuf messaging
Research and implement the latest in VR, AR, Game engines technologies and any other technologies relevant to the work in training
simulations
o Strong understanding of how AR and VR works as well as the different types of these technologies
o Good understanding of position tracking and techniques for acquiring accurate real-time positional data
Software Engineer-
Nathan Kunes Inc., San Diego, California
Engineering/Programming HAIPE test tools for SPAWAR/NSA using primarily Python and some C on a Linux platform. Utilize GIT/SVN for collaborative
team programming. Agile Software Development/Scrum.
● Heavy use of Python OO and network programming
● Ability to work in an Agile environment with emphasis on Scrum
● Tools would automatically run through all tests necessary to validate a HAIPE device, simulating a second virtual HAIPE device to test against.
● Complete redesign of the original HAIPE test tool to better facilitate expandability
● Create application on a Linux platform
● Create/dissect packets and manipulate them at the Bit level
● Design/program networking code
● Develop unit tests for all major sections of code
● Program encryption methods and algorithms
● Bug tracking and project management via JIRA and Redmine
IT Manager
-
Drew George & Partners, Inc., San Diego, California
Directed and managed all IT operations of the company, to include IT budgeting/procurement, construct, maintain and establish the network
infrastructure, building and customizing file servers, virtual environments, storage, remote connectivity, etc.
IT Consultant
-
Private Business, San Diego, California
Provide on-call IT consulting and equipment services for business and residential clients.
United States Navy-
Various locations throughout the United States and foreign countries
SB/IT
Special Operations.
EDUCATION
Master of Science in Computer Science
National University, San Diego, California
Bachelor of Science in Computer Science
National University, San Diego, California
October 2014
August 2013
TECHNICAL COMPETENCIES
Programming Languages
C++/C, C#, Python, Kotlin, Java, Objective-C, Markup Languages (XML, HTML), JavaScript/Typescript, CSS
Miscellaneous
● Game Programming (Unity Engine (C#), Unreal Engine 5 (C++), LumberYard (C++))
o Gameplay Ability System (GAS), Character Movement Component, Networking, …
● VR Technologies: Valve Index, Vive, Oculus Quest 2/3, Pico 4, HP Reverb G2, Vive XR Elite
● Bluetooth LE Programming
● Steamworks API
● CI/CD: Github actions, Jenkins, TeamCity
● Version Control: Git, Perforce, Gitlab, Github, Plastic SCM (Unity Version Control)
MISCELLANEOUS PROJECTS
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Created an Unreal Engine/C++ Game project for the Master of Science program.
Built a full motion 3DOF racing simulator at home (Future version planned)