Chuck Bueche

chuckb@craniac.com
3053 Fillmore Street, #181, San Francisco, CA 94123
415 477-0937

SKILLS:

PROFESSIONAL EXPERIENCE:

Principle Consultant
Craniac Entertainment
April 1981 - Present

Designed and developed over two dozen retail and commercial applications. Carried products from concept through completion. Designed user interfaces, AI algorithms, graphic APIs. Programmed dynamic simulations, 2D & 3D graphics special effects, sound effects, compression routines, high performance code for constrained-resource platforms.

Software Technologist
Dell Computer Corporation, Austin, Texas
August 1998 - March 2000

For Dell's $5B Dimension line of consumer desktop computers, analyzed applications under consideration for bundling and assessed impact to overall system stability and performance. Represented the Dimension line to Microsoft as Dell pushed for new operating system features and hardware support. Designed patentable architecture for signup and purchase verification of Dell's prepaid ISP service, Dellnet. Programming work included:
  • Product Key Generator: Using basic system and purchase parameters as input, generates and saves a hash code used to securely validate purchases without user input. Used on Dell's factory floor for all Dimension systems shipped with pre-purchased ISP service.
  • File patch utility: Searches for a binary string and replaces it with a different string of the same length. Used for patching executable files, etc.
  • Memory Bandwidth test: Used to compare and contrast performance capabilities of various memory bus architectures, such as RAMBus, SDRAM, and RDRAM.
  • Pixel Fill Rate test: Used to measure basic pixel fill rates for video subsystems while varying resolution and rendering characteristics.

Senior Developer
Xatrix Entertainment, Los Angeles, California
January 1996 - November 1996

Established software development policies and coding practices. Maintained long-term viability of code assets as they were developed. Advised on product line strategies. Programming work included:
  • Redneck Rampage: Developed image processing tools. Specified software development environment.
  • Cyberia 2: Worked on final completion of product before shipping. Developed finite state machine model for interactive graphic puzzles.

Senior Developer
Velocity Incorporated, San Francisco, California
July 1994 - March 1995

Investigated authoring tools. Recommended third party 3D API's. Corresponded with hardware manufacturers regarding custom application development for their products. Coordinated product feature sets and release schedules with Marketing Department. Programming work included:
  • Jet Ski Rage: Designed software architecture. Created real-time interactive Jet Ski simulation.
  • Spectre PC/CD, Spectre MGA: Ported application to use specific 3D graphics API's.

Founder, Freelance Designer/Developer
Origin Systems Inc., Austin, Texas
March 1983 - December 1988

Co-founded software publishing company. Designed and developed several retail computer games. Carried products from concept through completion. Designed user interfaces, enemy AI algorithms, graphic APIs. Programmed dynamic simulations, graphics special effects, sound effects, compression routines, high performance code for low-resource platforms. Programming work included:
  • Omega, Ultima III, Ultima IV: Ported applications from Apple II to Commodore 64. Developed custom inter-computer file transfer tools and protocols.
  • 2400 A.D., Autoduel, Caverns of Callisto: Designed and developed arcade games.

EDUCATION:

B. S. Electrical Engineering specializing in Computer Engineering, University of Texas, Austin, Texas, 1990.