ANDREW LOONEY

PO Box 761 * College Park, MD * 20740 * (301) 441-1019
andy@wunderland.com
http://www.wunderland.com/Andy

OBJECTIVE

I am not currently seeking employment, but this is the most recent version of the resume I'd be using if I were.

EXPERIENCE OVERVIEW

I have over 10 years experience in the field of software engineering. My experience ranges from video games to on-orbit spacecraft software. My primary expertise is with C and C++, though I've also worked with HTML, Java, Pascal, Basic, and FORTRAN. Systems experience includes UNIX, 3DO, VxWorks, Sony Playstation, Macintosh, 80386 embedded systems work, and the PDOS real-time operating system. I am known for writing highly readable code; my former boss Lawrence Schick once described the Icebreaker source code as "the most well documented code I've ever seen in my 13 years in the computer game industry." I am also a game designer, writer, photographer, and cartoonist.

EMPLOYMENT HISTORY

Looney Laboratories (1996-Present): As the creative director for Looney Labs, a new product development studio, I designed and drew the artwork for a series of gift products, ranging from an intricately detailed calendar T-shirt to family games including Fluxx, Aquarius, and Proton. I also built and continue to maintain an extensive, content-rich website (www.wunderland.com), complete with an internet storefront and a weekly webzine.

TSI TelSys (1996-1998): I spent two years working as a free-lance consultant on various part-time, short term projects at TSI TelSys, doing embedded systems programming for their vxWorks-based telemetry workstations, as well as some graphical applications work in Java.

Magnet Interactive Studios (1994 - 1996): In addition to creating the video game Icebreaker and serving as its game designer, I wrote virtually all of the software for the original 3DO version by myself (excluding only some ancillary functions), amounting to roughly 20,000 lines of code in C++. I later provided technical assistance for the Windows and Macintosh porting efforts. (After Icebreaker, I became the game designer for Incredible Idiots in Space, until that project was shelved.)

NASA/Goddard, Flight Software Systems Branch (1991 - 1994): In the flight software group at Goddard Space Flight Center, I played a key role in the design, development, testing, and documentation of the bootstrap flight software for the Coprocessor, a new 30836-based flight computer which was installed on the Hubble Space Telescope during the first servicing mission in December 1993.

NASA/Goddard, Microelectronics Systems Branch (1986 - 1991): At Code 521, not only did I meet my wife Kristin, I also played a key role in the design and development of new software for use in telemetry data systems, which are used to transmit data between the ground and different orbiting spacecraft. Efforts included the design, implementation, testing, and documentation of numerous projects, starting with basic TCP/IP networking capability, followed by file transfer utilities, SCSI device drivers, a multi-system 8mm tape drive backup system, and an X-windows based remote user interface system.

EDUCATION

I have a B.S. degree in computer science from the University of Maryland at College Park. I graduated in 1986 with a 3.1 GPA.


Please email me for a copy of my Employment FAQ (including desired salary, availability, and references).