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#CV

Name: Manu Martínez-Almeida
Email: manu.valladolid@gmail.com
Website: forzefield.com
Github: manucorporat
Skype: manucorporat
Phone US: +1 (650) 931-7530
Phone EU: +34 689 095 008
Languages: Native Spanish and fluent English

##Areas of experience

  • 5 years. Object oriented paradigm
  • 5 years. C Language
  • 5 years. Objective-C
  • 5 years. iOS/OSX development
  • 4 years. Game development
  • 3 years. High performance and 2D engines
  • 3 years. SDK and API development
  • 3 years. OpenGL
  • 2 years. C++ Language
  • 2 years. Git
  • 2 years. Project management
  • 2 years. Cryptography
  • 1 year. RestAPI design
  • 1 year. Network security
  • 1 year. User experience

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##Professional experience

###TinySpark IO iOS lead developer in San Francisco. January 2014 - Present

  • Design and implement iOS SDK from scratch:
  • Make iOS developers happy with a easy and well designed framework.
  • Work with the engineering team improving security and REST API design.
  • Implement and maintain iOS native plugin for Unity.
  • Improve the rendering performance of the HTML5 game provided by TinySpark.
  • Integrate and test In-App-Purchases for several iOS products.
  • Git hacker

===

###OpenKit IO Lead developer in San Francisco. October 2013 - January 2014

  • Design and maintain a new SDK for iOS.
  • Design and implementation of secure communication between the frontend application and OpenKit's hosted web services.
  • Performing architecture of OpenKit's software backend to extend its functionality.
  • Running schema and data migrations on OpenKit's data stores (mysql database, redis key/value store).

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###Joypad Inc. Core developer in San Francisco. Summer 2012

  • API redesign for the Joypad's SDK: I proposed and implemented a consistent, stable and easy-to-use API in Objective-C.
  • Refactorization of the library's core.
  • Active support for developers who wanted to integrate their games with Joypad.
  • Performance and debugging tests: latency, connection, bandwidth and CPU usage.
  • Bug fixing in Joypad Game Console.
  • Experimental project between cocos2d and Joypad.

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###Forzefield SL. Founder and CTO in Valladolid, Spain. 2010 - Present

  • Founder of FORZEFIELD Studios S.L.
  • Development of Infinity Field for iPad and iPhone.
  • Partnership with Chillingo Ltd.
  • Website for forzefield.com.
  • Monetization strategies.
  • Apple's approval process.
  • Press assets

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##Projects

###Open source

  • Cocos2d's contributor
    Second most active contributor to the "cocos2d-iphone" engine (0.x series).

  • FORZE 2D
    Lead developer of an innovative C++ cross platform engine based in cocos2D.

  • Real time Electric Field GPU simulation
    An experimental example of how to use OpenGL for physical simulations.
    All the simulation runs concurrently in the GPU using my own engine as the rendering layer.

  • Minor projects
    See my github profile. @manucorporat

===

###Infinity Field (AppStore) 2010 - Present

  • Freelance project. Both, programming and design were done by me.
  • Project in partnership with Chillingo Ltd (EA Mobile).
  • Coordination with external contractors (music composer and sound engineer).
  • Debugging and polishing process with a team of beta testers.
  • Press and promotional assets.
  • cocos2d-iphone.

===

###Joypad Game Console (AppStore) 2012

The Game Console turns the iPad into a dashboard that lists all of the Joypad enabled apps. It's like an iOS version of Xbox Live, containing a list of featured games, a list of games that are already installed on the iPad, and a full list of all games that Joypad supports.

===

###Joypad SDK 2012

  • Turn your iPad into a game console.
  • Made extensive use of Grand Central Dispatch so that the Joypad framework would never block application code.
  • Core library that implementes a propietary UDP protocol for real time input (latency below 10ms).
  • Integration in my game, Infinity Field.

===

###TinySpark SDK 2013 - 2014

  • Real Money Sweepstakes for Mobile Apps.
  • Track user retention and analytics.
  • Working with publishers to integrate it.

===

###AbstractWar 2.0 (AppStore) 2008 - 2009

  • Freelance project.
  • My first serious game developed for iOS.
  • It was published in the AppStore, not anymore.

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##Skills ####Extensive knowledge in SDK development for iOS I have been working in the development of 5 SDKs for iOS. I know what developers want and how to make it elegant, stable and easy to maintain and understand. Dealing with Apple's frameworks, backcompatibility and debugging.

####Extensive knowledge in C, C++ and Objective-C

  • Coding and style standards.
  • Design algorithms understanding how compilers and processors work.
  • High performance: single and multicore design and memory management (fragmentation, aligment, cache access).
  • Expertise with imperative, object-oriented and event-oriented paradigms.

####Extensive knowledge in real-time 2D rendering
As one of the main developers of cocos2d, I got a lot of experience in OpenGL and in the techniques used by the engines to reduce the GPU/CPU usage. I began in 2011 the development of an innovative new graphic engine called FORZE2D (see my github).

####Techniques

  • Cross platform design patterns.
  • Agile.
  • Broad experience debugging code for iOS and OSX.

####Libraries and frameworks

  • Apple's frameworks
  • OpenGL (ES-1.0/2.0 and 3.0)
  • C/C++ STL
  • Cocos2D
  • Oauth
  • MongoDB

####Other languages

  • Python (college)
  • Java (college and Android experiments)
  • GLSL (OpenGL Shading Language)
  • Bash scripting
  • Assembly (ARMv7 and MIPS)
  • PHP
  • HTML+CSS
  • Ruby (brief experience working in Openkit)
  • Notions of MySQL syntax.

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##Areas of interest My areas of interest are conditioned by my background in game development. That's the reason I am focused on high performance code, advanced opengl stuff, API design, security and monetization. I like to create great products and write good software.

####SDK and API development I want to make the best software ever, and see how it runs in millions of devices across the world.

####Game engines and real-time rendering The research of techniques for real-time rendering.

  • Engine architecture: Reducing draw calls, dynamic texturing, auto-batching elements.
  • OpenGL: Optimizing pipeline, shaders, post-processing effects, etc.
  • Math + algorithms: Hardware accelerated functions(NEON in ARM), vertex manipulation, caching.

####Game development

  • The research of APIs for game development.
  • Cross platform design.
  • Fast prototyping.
  • Efficient assets management..

####Security

  • Stablising trusted and secure connections between server and clients.
  • Local cheating: Implementing safe local storage and preventing memory cheating are some examples (see the OBME project is my github).

####High performance I spend many time optimizing, refactoring or even adapting algorithms to run concurrently. In the development of Infinity Field, I did a lot of reseach to run a graphic-intense game smoothly in old iOS devices.

####Networking Recently, I started learning networking stuff seriously. Turn-based multiplayer, cloud storage, integration with social networks.

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##Press and achievements ####Infinity Field mentions

  • Featured by Apple as "iPad Game of the Week".

  • Top 10 in USA, Russia and Spain.

  • 5/5 — GamePro

A classic that shouldn't be missed by old-schoolers who love pure, classic, unadulterated arcade blasting.

  • 4/4 — SlideToPlay

A wide range of endless modes, beautiful production values, and multiplayer make this the Geometry Wars clone to beat.

  • 4.5/5 — 148Apps

This is one of the best dual-stick shooters for the iPad, and is definitely worth a look if you need a good action game on your iPad.

####Interviews:

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##Education ###Bachelor of Computer Science expected 2017 University of Valladolid. Spain, 2012 - Present

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