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Steven Green

Email: steven@greenius.ltd.uk
Phone: +44 (0)1235 559169 (office)

Greenius Ltd
Gilt Edge House
33 Bath Street
Abingdon
Oxfordshire
OX14 3RH
United Kingdom
http://www.greenius.ltd.uk

Profile

Software developer with over 20 years of experience. Began his career as a computer games developer including forming and leading teams to develop games such as Wargamer, Fields of Glory, Team Yankee, Hunt for Red October, and Trivial Pursuit. Created innovative techniques for game systems, 3D displays, user interfaces, Artificial Intelligence systems, and music/sound systems.

Skills

  • Experienced team leader and programming lead, guiding projects from conception to completion
  • Ability to quickly understand, learn about and apply new technologies.
  • Expert in C, C++ with STL (15 years C, 10 years C++).
  • Expert in Java programming (5 years Java)
  • Technical knowledge and experience of XML, HTML, Perl, JavaScript, PHP, Python, Linux.
  • Design patterns, refactoring and generic programming.
  • Computer games development, including user interfaces, 3D systems, sound/music systems
  • Windows XP/2000/98/95 development, leading team using DirectX, DirectSound, DirectPlay, Win32 API

Experience

October 2001 – Present, Director, Greenius Limited, Copenhagen and Oxford.

Director of software development company developing innovative technologies with flexible specifications.

  • Designed and developed Master Control Server for SmartScart A/S, a system for providing secure online services throughout Denmark via the use of teletext and an XML based publishing language. Server was written in Java and JSP, running on a cluster of Linux PCs using PostgreSQL and DB2 databases.
  • Developed PDF based Web publishing system using Visual C++ and MFC with XML and XSLT.
  • Developed in-house development environment using Linux servers, CVS, postgresql, Apache, doxygen. VPN connections over SSH.
  • Set up business in Oxford and Copenhagen.
  • Involvement in open-source projects including PhpMyAdmin, PhpPgAdmin, Mantisbt.

January 2000 - September 2001, Senior Programmer and Development Team Lead, SurfCast Plc, London and Copenhagen.

Designed and developed broad-band browser and related technologies as an original employee of a startup company.

  • Design of system architecture with particular emphasis on cross platform capabilities.
  • Involvement with all levels of product design and vision.
  • Developed project using C++ and Java.
  • Worked closely with other developers, artists and marketing.
  • Assisting less experienced developers to learn new skills.

1995-1999, Project Leader/Programming Lead, Empire Interactive, Abingdon and Florida

Leading the development of Wargamer, a game engine to simulate 19th century historical wars at grand strategic and tactical levels.

  • Developed project using Watcom C++ for Windows 95/98.
  • Developed techniques for customising Windows controls.
  • Created an innovative Artificial Intelligence system.
  • Set up new office; recruited, trained, and managed novice programmers, artists, designers, and researchers.

1994-1995, Technical Director, Dagger Interactive Technologies, Chipping Sodbury

Developed American Civil War, an innovative war game featuring free-movement strategic level and 3D battlefield system.

  • Developed game in C, C++, and 80x86 assembly language for 32 bit DOS protected mode using Watcom C/C++ and DOS4GW
  • Developed 3D battlefield display system
  • Developed head-to-head network play using modem and IPX network
  • Set up office; recruited, trained, and managed programmers and artists

1993-1994, Lead Programmer, Microprose (UK), Gloucestershire

Developed Fields of Glory, a well renowned tactical war game that follows Napoleon's battles leading up to his defeat at Waterloo. Fields of Glory is still recognized as one of the best Napoleonic tactical computer games.

  • Developed game in C and 8086 assembly language for DOS.
  • Developed windowed user interface for DOS.
  • Created Close Quarter Combat System (CQCStm) for complex battlefield combat and movement rules.
  • Developed battlefield display with hundreds of animated graphics on screen at once.
  • Introduced new coding styles and standards within the organization.
  • Worked closely with artists, researchers, designers, and project managers.

1991-1993, Mystery Machine, Swindon

Started new business together with an artist to develop a 3D adventure game engine.

  • Developed in C, 8086, and 68000 assembly language for DOS, Amiga, and Atari ST computers.
  • Created 3D system for free-movement character based animated mystery adventure (Mystery Manor).
  • Developed Pacific Islands (3D tank simulator) for Empire Interactive as a sequel to Team Yankee.
  • Composed music and developed multi-track sound mixing system for games.
  • Maintained and updated BinkleyTerm-ST, the most popular FidoNet compatible mailer on the Atari ST, used by bulletin board operators around the world; also developed email and mailer utilities to use with BinkleyTerm.

1985-1991, Senior Programmer, Oxford Digital Enterprises (later became part of Empire Interactive), Oxford

Developed dozens of computer games for all popular home computers of the time for various publishers.

  • Developed games in 6502, Z80, 68000, and 8086 assembly language and C for Commodore 64, 8 bit Atari, Atari ST, Commodore Amiga, PC, Spectrum, and Amstrad computers.
  • Introduced C programming language for games programming, resulting in fast multi-format development.
  • Programmed Trivial Pursuit, the official computer game version of the popular board game, which achieved a 10/10 rating in Atari User magazine and won an award for best-selling computer game of all time; responsible for Commodore 64, Atari 8 bit, Atari ST, and PC versions.
  • Developed 3D tank simulation with innovative 4 viewpoint display system, allowing player to simultaneously control 4 tanks; released as Team Yankee, Pacific Islands, and War in the Gulf.
  • Led programming for Hunt for Red October, a submarine simulation based on the best-selling book by Tom Clancy.
  • Led programming for "Let Sleeping Gods Lie", a 3D, role-playing, fantasy, shoot-em-up adventure using innovative 3D system using scaled bitmap graphics.
  • Programmed Raise the Titanic, an underwater cryptic adventure for Commodore 64, featuring innovative 3D underwater effects and an above-water financial and media simulation.
  • Composed and arranged music and produced sound effects for Mega-Traveller, SpiderMan, Trivial Pursuit, Hunt for Red October, Let Sleeping Gods Lie, Team Yankee, Mega-Traveller-2, Better Dead than Alien, Raise the Titanic, and others.
  • Assisted programming of most other games developed by Oxford Digital Enterprises and Empire Interactive during this time; developed shared library for graphics, sound, and system functions to enable simultaneous development for all target formats.

1984-1985, Self-Employed Developer and Musician, Neolithic Sounds, Shropshire

Composed and arranged music and sound effects for computer games, tutored guitar, and performed live rock music.

  • Programmed using 6502 and Z80 assembly language.
  • Converted Manic Miner into 6502 for Software Projects and The Fall Guy for Elite systems onto Commodore 64.
  • Developed multi-track music and sound effect playback system for Commodore 64.
  • Developed animated presentations for demonstrating sound effects.
  • Created music composition program that could compose original music based on various rules of musical theory.
  • Tutored guitar in classical, blues, rock, and folk.
  • Developed scrolling platform game for Software Projects on Commodore 64.

Education

1982-1984, University of Birmingham

Completed 2 years of a 3-year degree in Electronic Engineering and Computer Science.

1975-1982, Oldbury Wells School, Bridgnorth.

  • A Levels: Mathematics (A), Physics (A), Chemistry (B).
  • 11 O'Levels with grades A to C.

Created by Steven Green, Last modified: Thu Dec 16 12:06:23 GMT 2004