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Work Experience
Software Engineer
Luxoft• September 2018 - Present
--- A 3D, real-time, interactive airplane simulator for mechanics training. --- I contributed to the development framework for airplane component interactions, the refactoring of the front-end to Redux architecture, and a number of airplane sub-system simulations in C# and C++. --- I also led the revamp of an older version of the training software. I led the adoption of test-driven development on the simulation refactoring project. I guided another developer into our TDD approach.
Software Engineer
Luxoft• March 2018 - September 2018
--- A multimedia encyclopedia mobile application on Unity3D for the book series “A Song of Ice & Fire”, better known as “A Game of Thrones”. --- My major contribution is the interactive map features which allow users to follow the track of a character on the map throughout the story, as well as visit hundreds of locations in the story through a zoom-level adaptive pin feature developed by myself. --- I have also worked on the in-app purchase feature, platform integration, and asset bundling. --- I am able to deliver progress as an individual contributor in the project and guide the new programmer who joined months after.
Software Engineer
Madhead• November 2014 - September 2016
--- I contributed 9 major features to the “Tower of Savior” mobile game, an award-winning mobile game with 22 million players, ranked #1 in Hong Kong, South East Asia region, and Taiwan; --- I am trusted by the supervisors to be responsible for developing dev tools for game assets bundling, in-game profiler, and editor tools on Unity3D; --- I have expressed a high sense of ownership of the product. Three game features proposals were accepted:
Education
University of Washington, Bothell
Computer Science & Engineering, MS• September 2019 - August 2021
--- A member of the “Cross Reality Collaboration Sandbox Lab” research group led by Professor Kelvin Sung. --- I have developed, under the supervisory of Professor Kelvin Sung, a programmable ray-tracing rendering framework on Unity. The ray-tracing framework is based on compute shader and Unity’s scriptable render pipeline. No special GPU hardware is required to perform real-time ray-tracing rendering on this framework. --- Excellent grade (3.8+) in computer rendering, distributed computing, computer vision, and machine learning classes.
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