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

Image Processing Developer in Reno, NV, United States

Member since October 30, 2018
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.
Jorge is now available for hire

Portfolio

Experience

Location

Reno, NV, United States

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.

Employment

  • 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++

Experience

  • 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++

Skills

  • Languages

    C++11, C++, C++14, Python, Lua, Python 2, Python 3
  • Libraries/APIs

    OpenGL ES, OpenGL, SDL, OpenCV, ImageMagick, NLTK
  • Tools

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

    Design Patterns
  • 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
  • Frameworks

    Unreal Engine 4, Unreal Engine, Unity3D, Qt
  • Platforms

    Linux, Eclipse, Android, Visual Studio 2016

Education

  • Master's Degree in Computer Science
    2002 - 2005
    University of Nevada, Reno - Reno, NV, USA
  • Bachelor's Degree in Physics
    1992 - 1999
    University of the Basque Country - Leioa, Spain

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