Trey Harrison


Objective

To develop outstanding realtime media tools for skilled artists and creative teams.

Experience

Harrison Digital Media, Inc. (Los Angeles)
Director and developer of Salvation, a visual programming toolkit for realtime graphics and sound.

Fotokem Industries, Inc. (Burbank) August 2009 - Present
Programmed realtime 2k and 4k audio video playback engine for RED camera files, OpenGL color processing, color space conversion, Quicktime transcoding, and LTO tape backup utilities using XCode, ObjC, and C++.

Oblong Industries, Inc. (Los Angeles) February 2009 - April 2009
Ported the core Oblong network, graphics, video, and application libraries from Linux and Macintosh platforms to Windows. Numerous test and demo applications were ported as well. Designed tools to visualize the input noise floor of different tracking technologies side by side.

Naked Sky Entertainment (Los Angeles) February-May 2005
Programmer on "Roboblitz", an Unreal Engine 3 video game. Contributed game control scripts, user interface scripts, graphics resources, sound resource balancing and prioritization scripts, and multiplayer client/server game syncronization and control scripts. Assisted with GPU performance monitoring and optimization, as well as testing and debugging of multithreading and graphics driver issues.

Mesoft (Los Angeles) March-June 2004
Developed a C#/.NET media capture and encoding application with support for tape deck control and capture, media file chopping and transcoding, and timecode and edit-list parsing from various file formats. Contributed Java UI code to "Select", Mesoft's client/server media workflow application for TV and movie production companies.

Microsoft (Redmond) Jan-March 2000
Software Development Intern at Microsoft on the Visual Studio team. Helped to optimize the performance of their command-line build environment by reducing the loading of unneeded DLL's and COM objects.

Crack Dot Com (Austin) April 1997 - March 1998
Video game programmer for Crack Dot Com's "Golgotha". Programmed Direct3D and x86 assembly graphics rendering systems, a multi-channel sound mixer with 3d sound positioning, AI for in-game vehicles and entities, and weapon/explosion special effects.


Education

Bachelor of Science, Magna Cum Laude (2001)
Dept. of Computer Science, University of Washington


Languages and Tools

C, C++, C#, ObjC, Java
x86 Assembly

Microsoft Visual Studio
COM, GDI+, DirectShow, Direct3D, HLSL

Apple XCode
Cocoa, Core Foundation

OpenGL, GLSL

GNU g++, gcc

HTML, CSS, XML, JavaScript
PHP, Postgresql

Adobe Flex2 / Actionscript


References

Freddy Goeske, John Underkoffler, Dave Green, Dave Taylor


Contact

Email: Click to show email