Jorge Usabiaga, Developer in Reno, NV, United States
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Jorge Usabiaga

Verified Expert  in Engineering

Image Processing Developer

Reno, NV, United States

Toptal member since October 30, 2018

Bio

Jorge is an experienced software engineer who loves exploring and solving engineering puzzles with intelligent coworkers in positive environments. He thrives on building simple, efficient, robust solutions to difficult problems. Jorge joined Toptal because he really enjoyed his previous remote work experiences and he wanted to see what else was out there.

Portfolio

Southern New Hampshire University
Blender, Python, Unreal Engine, C++
Occipital
OpenGL ES, C++
Aritocrat
Perforce, Visual Studio, Subversion (SVN), Game Engine Programming, C++

Experience

Availability

Part-time

Preferred Environment

Git, Eclipse, Command-line Interface (CLI), Linux

The most amazing...

...thing I've developed was a complex multiplayer (server-client architecture) game that used a 103-inch screen.

Work Experience

Faculty Lead

2019 - PRESENT
Southern New Hampshire University
  • Redesigned the Game Development program.
  • Developed curriculum to reflect industry needs.
  • Supported online degree-seeking students.
Technologies: Blender, Python, Unreal Engine, C++

Computer Vision Engineer

2018 - PRESENT
Occipital
  • Optimized the pre-processing of images by a GPU in a highly parallelized system (OpenGL ES, C++).
Technologies: OpenGL ES, C++

Principal Software Engineer

2019 - 2019
Aritocrat
  • Developed software for gaming devices (C++ and custom game engine).
  • Improved the version control pipeline (Perforce and Subversion).
Technologies: Perforce, Visual Studio, Subversion (SVN), Game Engine Programming, C++

Senior Graphics Software Developer | Project Leader

2017 - 2018
Oculus VR LLC (Contract with DISYS)
  • Researched and developed lens distortion correction, head tracking, and latency reduction algorithms for the Oculus VR mobile driver.
  • Developed projects in C++, and in GLSL for OpenGL ES 3.0.
  • Designed and developed a MARG sensor simulator to aid in the development and testing of sensor fusion algorithms.
  • Produced well-documented and thoroughly tested subsystems.
Technologies: Git, Sensor Fusion, OpenGL ES, Computer Graphics, Mathematics, 3D, Virtual Reality (VR), C++, Linux, Android

Senior Lecturer

2011 - 2018
Digipen Institute of Technology
  • Prepared content and delivered lectures for the following classes: C and C++ Programming Languages, Object-oriented Design, Data Structures, Analysis of Algorithms, Computer Graphics Fundamentals and Algorithms (2D and 3D, OpenGL), Advanced Rendering Techniques, Ray Tracing, Image Processing, Spatial Data Structures, Physics Simulation, and Computer Animation.
Technologies: Git, Python, OpenGL, C++, Linux

Senior Software Engineer | Team Lead | Engineering Manager

2005 - 2011
International Game Technology
  • Supervised a team of ten engineers in the process of designing, implementing, testing, and maintaining software to run on gaming devices.
  • Acted as the lead engineer of the Wheel of Fortune Experience, the first game to be released on IGT’s premium Center Stage 103-inch plasma screen platform.
  • Led the development of several other multiplayer slot machine games (eBay Community Free Spins, The Price is Right—Cliffhanger, Pony Express) throughout their whole lifecycle using C++ and Lua on a proprietary platform.
  • Redesigned and implemented an Ethernet protocol (which the Game Studio adopted) resulting in 3x faster communal networked game development.
  • Developed a system that automated extensive testing procedures for power-fault tolerance in multiplayer games.
Technologies: Game Engine Programming, Lua, C++

Wheel of Fortune Experience

https://www.youtube.com/watch?v=g1t8d615Xyo&feature=youtu.be
A multiplayer slot machine with the server running on a 103-inch screen.

Computer Graphics Algorithms Sandbox

https://github.com/dazotaro/GraphicsSandbox
A collection of scenes to test 3D graphics algorithms (lighting, normal mapping, shadow mapping, deferred shading, and so on).

Technologies: C++, OpenGL, GLM

3D Game Engine

https://github.com/dazotaro/toyRocket
I completed the initial work on a 3D game engine.

Technologies: C++, OpenGL, GLM, FreeImage

Bubble

https://github.com/dazotaro/bubble
This is an experimental project in using toy rockets; it explores the use of physics in moving the main object.

Oculus VR Mobile driver

On this project, I worked on sensor fusion, optical distortion correction, and system latency compensation.

Experimental 2D Game

https://github.com/dazotaro/defender
Originally, a little 2D game to replicate the 1981 classic game "Defender" using OpenGL and SDL2. It evolved into an exercise to create a 2D physically animated mesh.

Technologies: OpenGL, Simple DirectMedia Layer 2 (SDL 2), GLM, C++
2002 - 2005

Master's Degree in Computer Science

University of Nevada, Reno - Reno, NV, USA

1992 - 1999

Bachelor's Degree in Physics

University of the Basque Country - Leioa, Spain

Libraries/APIs

OpenGL ES, OpenGL, SDL, OpenCV, ImageMagick, Natural Language Toolkit (NLTK)

Tools

gnuplot, Git, Eclipse IDE, Subversion (SVN), Visual Studio, Perforce, Blender

Languages

C++11, C++, C++14, Python, Lua, Python 2, Python 3

Paradigms

Design Patterns

Frameworks

Unreal Engine 4, Unreal Engine, Unity3D, Qt

Platforms

Linux, Eclipse, Android, Visual Studio 2016

Other

Software Development Lifecycle (SDLC), Algorithms, Data Structures, Command-line Interface (CLI), Remote Work, Image Processing, Mathematics, Game Technology Development, Physics Simulations, Genetic Algorithms, Concurrency, Virtual Reality (VR), 3D, Computer Graphics, Sensor Fusion, Game Engine Programming, Computer Vision Algorithms

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