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LESTER R. PARROTT, JR
13815 NE 72 PL
Redmond, WA 98052
Cell: 540.245.0238
dusty.parrott@gmail.com
JOB TARGET: Programmer
SKILLS SUMMARY
● Managed C++, C, UnmanagedC++, OpenGL,C#, Fortran (wouldneedrefresher),SQL,Perl
● Window, Some Linux
● GNU, Visual Studio
● Git, Microsoft’sTeamFoundationServer,Subversion,Agile,Scrum, ObjectOrientedDesign,
Software Life Cycle
CAREER HIGHLIGHTS
Programming
Microsoft (Contracted through Brillio) – Microsoft Lab Engineer 2 Aug. 2014 - Feb. 2016
Created tools and databases to streamline processes for Windows Devices Group (WDGDAT,
WGDCAD)
Tools in: Powershell, C#, SQL, CMD Batch Scripting, and Perl
Tools Created: Inventory tracking systems, automation systems, and server-client systems.
Managed Lab space in: XBOX, HoloLens, and Windows Phone
Directed the general organization and management of engineering lab, setup of hardware and
software, and time constraints for work teams.
Microsoft (Contracted through Collabera) – Microsoft Lab Engineer 1 Aug. 2012-Aug.
2014 Directed onboarding engineering devices which managed workers in the
lab; produced tools for the lab.
Microsoft (Contracted through Collabera) – Microsoft Device Flashing Feb. 2012-Aug. 2012
Met quota of devices setup for engineering work; upon completion of job automation, promoted to
Microsoft Lab Engineer 1.
Vernacular Games (Indie game company) September 2010 - ongoing
One of two primary programmers for a game called “Highway to the Moon”
Authored most of the base systems of the game, in Unmanaged C++, and worked on both high-
level systems and low-level systems, including, but not limited to:
The primary graphics backend (OpenGL)
A message based system for passing information from object to object and system to
system
The memory manager
The input systems manager
The primary game engine loop
Set the basis for how the higher-level systems interacted with user and AI objects, which
the AI coder used as his basis
Worked on the collision system
Otherwise I worked on any other pieces of the game that needed coding
Game Testing
VMC – Volt game testing 2011 winter
VMC – Volt game testing 2010 summer
Aerotek game testing – Nintendo 2009 summer
CAPABILITIES
 Cooperation, works well within a team
 Able to be instructed, learns new skills quickly
 Capable of working in hectic environs
 Capable of writing Technical Design Docs, and Game design Docs
 Much experience with C/C++/C# (7+ years C/C++, 4+ Years C#)
 Minor knowledge of Powershell (3+ years)
 Much knowledge of coding standards, and coding practices
 Much experience in SQL (3+ years, DBA admin and tools coder)
 Minor Experience in Perl
 Have minor experience with the VSO System
 Have worked in Scrum teams as both project owner and as a team member
 Have worked extensively with KANBAN
 Have lead teams of up to 15 people to achieve specific goals and metrics on time.
 Had much experience in Hardware and software setup of lab machines at
Microsoft
INTERESTS:
RPG Communities
Tabletop games and communities: active in both Warding Circle and Paizo
Working on personal games on the side.
Magic the Gathering
Studying game design and game programming: work with VernacularGames on
their Youtube channel
Interested in VR
EDUCATIONAL HIGHLIGHTS:
Digipen Institute of Technology, Redmond, WA Sept. 2007 - June 2010
Candidate in Real Time Interactive Simulation, (C/C++ game programming)
(100 Credits of Programming and Math)
Created a 2D game called “Zodiac” from scratch at school. I was primary AI, Graphics and
Systems programmer on the project.
Most Recent Classes at Digipen Institute of Technology
 Mat200 – Calculus 2
 CS315 – assembly and low level programming
 Gam250 – game development
 CS260 – network programming
References:
Kevin Donnelly (Kevindon@microsoft.com)
Bex Worrich (v-reworr@microsoft.com)
Sean Cogley (Seancog@microsoft.com)

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Dusty Parrott Resume

  • 1. LESTER R. PARROTT, JR 13815 NE 72 PL Redmond, WA 98052 Cell: 540.245.0238 dusty.parrott@gmail.com JOB TARGET: Programmer SKILLS SUMMARY ● Managed C++, C, UnmanagedC++, OpenGL,C#, Fortran (wouldneedrefresher),SQL,Perl ● Window, Some Linux ● GNU, Visual Studio ● Git, Microsoft’sTeamFoundationServer,Subversion,Agile,Scrum, ObjectOrientedDesign, Software Life Cycle CAREER HIGHLIGHTS Programming Microsoft (Contracted through Brillio) – Microsoft Lab Engineer 2 Aug. 2014 - Feb. 2016 Created tools and databases to streamline processes for Windows Devices Group (WDGDAT, WGDCAD) Tools in: Powershell, C#, SQL, CMD Batch Scripting, and Perl Tools Created: Inventory tracking systems, automation systems, and server-client systems. Managed Lab space in: XBOX, HoloLens, and Windows Phone Directed the general organization and management of engineering lab, setup of hardware and software, and time constraints for work teams. Microsoft (Contracted through Collabera) – Microsoft Lab Engineer 1 Aug. 2012-Aug. 2014 Directed onboarding engineering devices which managed workers in the lab; produced tools for the lab. Microsoft (Contracted through Collabera) – Microsoft Device Flashing Feb. 2012-Aug. 2012 Met quota of devices setup for engineering work; upon completion of job automation, promoted to Microsoft Lab Engineer 1. Vernacular Games (Indie game company) September 2010 - ongoing One of two primary programmers for a game called “Highway to the Moon” Authored most of the base systems of the game, in Unmanaged C++, and worked on both high- level systems and low-level systems, including, but not limited to: The primary graphics backend (OpenGL) A message based system for passing information from object to object and system to system The memory manager The input systems manager
  • 2. The primary game engine loop Set the basis for how the higher-level systems interacted with user and AI objects, which the AI coder used as his basis Worked on the collision system Otherwise I worked on any other pieces of the game that needed coding Game Testing VMC – Volt game testing 2011 winter VMC – Volt game testing 2010 summer Aerotek game testing – Nintendo 2009 summer CAPABILITIES  Cooperation, works well within a team  Able to be instructed, learns new skills quickly  Capable of working in hectic environs  Capable of writing Technical Design Docs, and Game design Docs  Much experience with C/C++/C# (7+ years C/C++, 4+ Years C#)  Minor knowledge of Powershell (3+ years)  Much knowledge of coding standards, and coding practices  Much experience in SQL (3+ years, DBA admin and tools coder)  Minor Experience in Perl  Have minor experience with the VSO System  Have worked in Scrum teams as both project owner and as a team member  Have worked extensively with KANBAN  Have lead teams of up to 15 people to achieve specific goals and metrics on time.  Had much experience in Hardware and software setup of lab machines at Microsoft INTERESTS: RPG Communities Tabletop games and communities: active in both Warding Circle and Paizo Working on personal games on the side. Magic the Gathering Studying game design and game programming: work with VernacularGames on their Youtube channel Interested in VR EDUCATIONAL HIGHLIGHTS: Digipen Institute of Technology, Redmond, WA Sept. 2007 - June 2010 Candidate in Real Time Interactive Simulation, (C/C++ game programming)
  • 3. (100 Credits of Programming and Math) Created a 2D game called “Zodiac” from scratch at school. I was primary AI, Graphics and Systems programmer on the project. Most Recent Classes at Digipen Institute of Technology  Mat200 – Calculus 2  CS315 – assembly and low level programming  Gam250 – game development  CS260 – network programming References: Kevin Donnelly (Kevindon@microsoft.com) Bex Worrich (v-reworr@microsoft.com) Sean Cogley (Seancog@microsoft.com)