Nicholas Olsen

Nicholas Olsen

Sunnyvale, California, United States
880 followers 500+ connections

About

Used to write code for factories. I have a background that includes software for…

Activity

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Experience

  • Self-employed

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    Cupertino, California

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    Sunnyvale

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    Cupertino, California, USA

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    Irvine, CA

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    Tustin, CA

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    Irvine, CA

Education

Projects

  • G.I. JOE: The Rise of COBRA

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    Audio engine and tools programming using FMOD on Windows, PS2, PSP, PS3, Xbox 360 and Wii.

    Inherited partially-finished codebase midway through the project and was able to bring the project to completion in the presence of frequent milestone deadlines while supporting two other projects.

    Performance analysis and load time optimization, including game data layout on DVD and Blu-ray media.

    Responsible for meeting audio-related platform certification requirements on all…

    Audio engine and tools programming using FMOD on Windows, PS2, PSP, PS3, Xbox 360 and Wii.

    Inherited partially-finished codebase midway through the project and was able to bring the project to completion in the presence of frequent milestone deadlines while supporting two other projects.

    Performance analysis and load time optimization, including game data layout on DVD and Blu-ray media.

    Responsible for meeting audio-related platform certification requirements on all platforms (Sony TRC, Nintendo Lot Check, Microsoft XBOX submission guidelines).

    Tools used included C++, STL, MFC, Python, C#, Microsoft Visual Studio, SN Systems ProDG and Metrowerks CodeWarrior.

    See project
  • Hoyle Casino 3D

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    Worked with a team that brought the game from alpha to release after the partially-completed product was purchased from Sierra Entertainment by Encore USA.

    Reverse-engineered build process inherited from original development team, including reconstructing a RenderWare Studio project and assets.

    Collaborated with artists to reestablish the product's asset pipeline.

    Fixed bugs and completed features throughout the product.

  • Hoyle Casino Games 2004

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    Reverse-engineered build process inherited from product's original developer.

    Integrated new art assets, new sound engine and fixed bugs.

  • IDVille ID Maker

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    Implemented magnetic stripe encoding support for models from Evolis, Zebra ande Magicard.
    User interface for magnetic stripe data entry using MFC.
    Added reporting features to the application by integrating Crystal Reports viewer and editor.

    See project
  • Master of Orion III

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    AI and economic model programming for turn-based strategy game.

    See project
  • Star Trek: Tactical Assault

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    Designed and implemented AI, input and sound systems on DS and PSP.

    Responsible for 2D graphics, Actimagine video codec and Rumble Pak programming for DS.

    Collaborated with art director and lead artist to implement feature set for DS 2D graphics and UI.

    Collaborated with composer to implement DS music and sound systems.

    Collaborated with publisher to develop a promotional demo for the Nintendo DS Download Station.

    Responsible for satisfying portions of…

    Designed and implemented AI, input and sound systems on DS and PSP.

    Responsible for 2D graphics, Actimagine video codec and Rumble Pak programming for DS.

    Collaborated with art director and lead artist to implement feature set for DS 2D graphics and UI.

    Collaborated with composer to implement DS music and sound systems.

    Collaborated with publisher to develop a promotional demo for the Nintendo DS Download Station.

    Responsible for satisfying portions of Nintendo DS Lot Check Requirements and Sony PSP TRC.

    See project
  • Type to Learn IV: Agents of Information

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    Ruby on Rails web server programming.

    See project
  • Uniloc softANCHOR

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    Collaborated with Uniloc's internal development staff to design and implement C application framework and API for SoftAnchor's Physical Device Fingerprinting, a method for uniquely identifying computers.

    Implemented Physical Device Fingerprinting for Microsoft Windows and Mac OS X using operating system APIs and x86 assembly language to gather detailed information about computer hardware.

    Created a demonstration implementation and application for Windows Mobile.

    Established…

    Collaborated with Uniloc's internal development staff to design and implement C application framework and API for SoftAnchor's Physical Device Fingerprinting, a method for uniquely identifying computers.

    Implemented Physical Device Fingerprinting for Microsoft Windows and Mac OS X using operating system APIs and x86 assembly language to gather detailed information about computer hardware.

    Created a demonstration implementation and application for Windows Mobile.

    Established Doxygen commenting standards and implemented a documentation build process.

    See project

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