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Herbert Elwood Gilliland III

Graphics and Gaming Software Architect, Product Developer, Scientist, Author, Artist and Entrepreneur

    Work experience

    Senior Software Engineer

    Jan 2021
    Bohemia Interactive Simulations

    via Oxford Solutions; Middleware API development for mapping and graphics-related API contract with DoD. Docker, Linux, REST via Swagger/Flask (Python);  JSON; GNU Parallel, python multithreading, streaming services, GDAL, GeoTiff, Wine, Cesium, TerraExplorer Pro, automation. Documentation. Agile scrum.

    Lead Graphics Architect / Software Lead: Poser

    July 2017July 2019
    Smith Micro Software Inc.

    Lead Developer and Lead Graphics Architect of the Poser product line for 3D Character Art and Animation as part of the Smith Micro Graphics division. Position included occasional travel to Braga, Portugal, and working through telepresence in Braga, Belgrade, and Alisa Viejo, CA.

    Lead of the “Poser” and “Poser Pro” products, managing and extending a tremendously complicated multi-platform 30-year-old C++ source code in Visual Studio versions 2013, 2015, 2017, and xCode 6.4 (MacOS), leveraging both SVN and git, for a graphical desktop application wrangling 100+ third-party libraries as part of a multi-product suite including multiple add-ons, including a bridge via the GoZ SDK (ZBrush); UI development using XML and wxWidgets, including custom widgets, end-user-facing UI views and graphics libraries; maintained a Python exposed C++ API and monolithic SDK.

    Main contributions included the development of a 3D paths system for controlling the animation of objects and an extensive set of visual particle effects. Consulting on 3D content like human figure designs, marketing, tutorials, and documentation.
    JIRA with Support and QE teams based remotely in Virginia and Serbia. Initiator of efforts to move 1000 Adobe InDesign pages of documentation to a Confluence Wiki, including vetting of plugins.

    Build automation scripting using Jenkins, Ant, msbuild.  As Lead Graphics Architect, responsible for the creation of class block diagrams, user workflows, analysis
    of existing systems, and thousands of bug reports. Customer-facing representative on user forums.

    Secondary project “Redux” involved explorations into Qt5 and OpenGL (with GLSL) in C++ initially constructed using Qt Creator 4.8.0 and eventually the Qt Plugin for Visual Studio. Lead architecture of an entirely new version of the application based on the proprietary NVIDIA GameWorks SDK to bring modern sensibilities to an aging product line. Designed extensions system enabled by the JSON format for describing UIs, widgets, and lead developer and documenter of a C++ / Javascript bridging API for third-party authoring of extensions that control and manipulate 3D objects, data structures, and internal application automation.

    Director of Software

    20142017
    PieceMaker Technologies Inc.

    Lead software developer and department founder for a 3D printing-on-demand startup.  Instilled various values into the company and provided insight beyond software into business operations, hiring practices and team-building.  Managed over 1M lines and authored more than 250k lines during tenure.  Position began as a User Interface developer using WebGL to create product mock-ups to assist fundraising at early stage. Licensed personal work in a ground-up custom OpenGL video game engine (for Windows, in Visual C++) to the company, then built a software-driven experience on top that won awards including the Best in Toy Fair 2016 from Popular Science.  Developed complex cloud-based systems for providing real-time metrics using LAMP stack, tied into a multi-device deployment integrating 3D printers, Windows PC Kiosk with WinTouch device, Ingenico card reader hardware and 3rd party middleware for handling SMS.  Lead IT deployment, cloud infrastructure initiatives and purchasing for IT.

    Lead Software Engineer

    Sep 2019July 2020
    Bloomfield Robotics Inc.

    Spearheaded initial development of customer-facing dashboard for BLINK camera, as well as internal portals for intranet. LAMP + Bootstrap + jQuery + AdminLTE; Focused on UI, statistics, charting, reports, image and data analysis. Build initial data infrastructure for edge-to-cloud automation; generating metrics to help industrial growers use a prototype microscopic camera for agriculture. Managed a small team overseeing web, mobile, on-device IoT and AWS. Built out a team of software developers with a focus on customer satisfaction, iterative design and robust SDLC practices. Back-end automation using S3, C++ / MySQL Connector / AWSSDK Cpp

    Web Developer

    2013
    Opus One Interactive

    Consultant and developer of a CodeIgniter-based contract management software for the music industry.

    Developer (Contractor)

    20122013
    Garrigan Lyman Group

    PHP developer under contract developing sites in Drupal, Wordpress and others for Fortune 500 and Fortune 100 companies.

    Contributor

    20082011
    Ecere Corporation

    UA/QA position developing a programming language and SDK.  Aside from consulting on the eC language and its features, while reporting bugs and issues, Herb developed the Open Art Engine component that enabled functionality for time-based interactive animation with motion tween.  Other features included an OpenAL class framework for real-time audio mixing.

    Consultant

    2011
    TeleTracking

    Co-developer, corporate Intranet, Zend Framework / MVC, PHP, Linux, VMWare.  GUI, databases (Postgres, MSSQL), CSS/HTML/JavaScript and jQuery.  QA/UA.  Trained employees.

    CEO

    20102012
    Ganos LLC

    Founded in 2010, Ganos LLC is a brand warehouse with many alpha-stage products for the web.  Herb brought 3 years of work and research to Ganos LLC and is the majority stakeholder in the business.  He is partnered with Woody March-Steinman and Bryan Berns.  They operate the start-up as an incubator for online brands.

    Lead Investigator, Postdoctorate Research

    20082009
    University of Pittsburgh School of Medicine

    Lead programmer of the Avenzoar Digital Pathology Tool, a specialized image analysis solution that examined ultra-high resolution images and determined an appropriate diagnosis for cancer.  Research was done in a team, and was postdoctoral research. This position involved problem solving, programming in C/C++ and OpenGL.

    CTO

    20072008
    PickPark LTD

    PickPark LTD, a business social website, was cited in Germany as one of the hottest German startups in 2007.  Clients included hundreds of companies including Airberlin and other firms in Europe, Asia and the US ranging from startups to established brands. Implemented multi-language content management enhancements (internationalization), built enhancements for a social network for companies, as well as online video tutorials to provide support.  Developed an advertising engine built on top of the OpenX advertising network, developed in PHP using the LAMP stack and the OpenX API.

    Technical Writer

    20062007
    Provost Systems

    Technical writer who developed 10 software manuals (300+ pages) for a Southern California educational software company that is a competitor to Blackboard. Provided ancillary support as a quality assurance analyst for interface and verification of features as a side-effect of being the technical writer.

    Various Positions, Software and Web Design

    Jun 1998Dec 2004
    Carnegie Mellon University

    Held various positions at Carnegie Mellon from 1996-2004.  Project assistant for the Nine Mile Run Greenway Project, hosted at CMU's STUDIO for Creative Inquiry.  Working there as an undergraduate, the NMR project interfaced with the mayor, community representatives and developers, as well as the US Army COE. Media Designer for the Electrical and Computer Engineering School.  Held a number of student jobs, including gallery assistant, cartoonist for the school newspaper, radio show host and web designer.

    Worked for a CMU spin-off called "Grand Illusion Studios" that commercialized Mike Christel, Don Marinelli and Scott Stevens' Synthetic Interview product.

    Education

    Bachelor of Science

    Sep 1996Dec 2005
    Carnegie Mellon University

    INTERACTION DESIGN (self-defined major)

    Summary

    Born in Pittsburgh, PA, Herbert Gilliland is an entrepreneur, scientist, artist and musician who spends most of his time developing software for clients and for his indie game studio, Lost Astronaut Studios.  He plays the electric guitar.

    An early experimenter in digital video technology, Herb has worked for a variety of companies, academic institutions, law firms and charities both in the US and abroad.  He has brought his software skills and creative insight into various fields, including biomedical, data processing and visualization, 3D printing, electronics and multimedia.

    As an academic, Herb spent time engaged in self-directed interdisciplinary exploration.  He studied a self-defined degree, which helped bring Interaction Design to Carnegie Mellon.

    Interactive Real-Time Graphics Experience

    Since mid-2006, I have spent time self-teaching myself game engine development on the Microsoft Windows platform.  I started with libAgar on Linux, but later moved to Microsoft Visual Studio 2010, and recently have ported my work to VS2015.  Through this exploration I have interacted with a variety of industry professionals in the computer graphics industry, spent countless hours developing and refining over 1800 interoperable classes in C/C++ for Visual Studio.  My experience includes a wide range of Desktop, Web and Mobile: driver middleware libraries, multithreading, rendering techniques in OpenGL, binary file support, textual file support including writing my own JSON handling classes, extensive support for OpenAL the open audio library. 

    Beyond the low-level hardware support libraries, I have also spent a great deal of time exploring, implementing and inventing new animation tools, image analysis, procedural rendering, game development tools, level editors and interactivity.  Under the shingle "Lost Astronaut Studios", I have in production two green-lit titles on the STEAM platform.  I have written 2D gaming engines, 3D object customization editors and modeling programs, combining a variety of techniques exploring many aspects of game design.  Though too numerous to list here, some of the topics have included procedural generation of geometry, color manipulation, particle systems on both the GPU and CPU side, 2D and 3D fonts, in-game dialogue systems, questing systems, level advancement, reward systems, collision systems, and audio APIs.

    Specializations

    Skills include: HTML, CSS, PHP, MySQL/MSSQL/Sqlite/PDO, Linux, Windows, C/C++, OpenGL, OpenAL

    Javascript libraries:  MapboxJS, jQuery, others

    Adept at using Photoshop, Illustrator and Open Office, Microsoft Office 2016.  Some experience with earlier versions of Adobe Premiere / Digital Video

    Other explorations: Compiler development, Morphology Analysis (Image Analysis), Data Processing, Data Analysis/Visualization, Programming Language Design, Tools Development, iPhone/iPad, (OpenGLES), Processing, Audacity, FLS Pro, Voice Acting, "Special Effects", 3D Engine Development, GLSL

    Production Samples

    Software development screens and user photographs

    Code Samples and Relevant Links

    https://github.com/LAGameStudio/apolune will lead you to a 15-year-long C++ and OpenGL game and graphics engine project

    http://github.com/h3rb/ is my personal github; I highlight a closer look at ZeroTypes library and Page Framework (papi) which demonstrate my depth of knowledge in both C++ and the LAMP stack.  For GLSL, view gml-pro an extension library for GameMaker growing in popularity.  InputCandy, an intense exploration of XInput and DirectInput multi-player controller support for games.  I have also recently initiated a new project Galvanic that implements a purely C++ web API back-end using MySQL Connector and AWS Cpp SDK

    Created withVisualCV