Eric Heimburg 918 Contravest Ln Winter Springs, FL 32708 ericheimburg@heimburg.com OVERVIEW ======== An expert C++ coder, a masterful systems designer, plus an experienced team leader, all in one package. * Vast engineering experience in both low-level and high-level systems * Excellent grasp of modern MMO systems design * Immaculate communication, organization, and presentation skills * An aggressive self-starter when working alone, and a motivator when working in a team. ENGINEERING EXPERIENCE ====================== Casual Games Developer 2006-Present Narwhal Games (startup) San Diego, CA * Designed and coded "Starcrossed," a casual PC game published by iWin games in August 2007. Check it out: Starcrossed on iWin * Stand-out features of this tile-based puzzler include a story mode with over 30 levels of beautiful background art and a Challenge Grid with 50 unique ways to play the game Senior/Lead Engineer 2001-2004 Turbine Entertainment Norwood, MA * Developed one of the most advanced localization solutions used to date in an MMORPG * Co-authored the scripting language used by Asheron's Call 2 and all other Turbine games * Added many game systems features for Asheron's Call 2, including GUI screens, AI behaviors, combat mechanics, server-side optimizations and back-end features for billing and customer service * Developed advanced analysis tools and report generators to rebalance and debug Asheron Call 2's combat systems after ship Lead Engineer 1997-2001 AST, Inc. Orlando, FL * Led teams of 6-10 engineers on massive government submarine simulators worth millions of dollars to the US Navy. Responsibilities included systems architecture, design and code reviews, task allocation and bug triage supervision DESIGN EXPERIENCE ================= Lead Systems Designer 2005-2006 Perpetual, Inc San Francisco, CA * Created game systems for upcoming MMORPG, "Star Trek: Online", including combat, advancement, and travel * Designed content-creation pipeline and toolset for Star Trek Online * Worked with engineers to create Star Trek Online's technical review and risk assessment documents * Oversaw development of Star Trek Online's space-combat game prototype Lead Systems Designer, AC2: Legions 2004-2005 Turbine Entertainment Norwood, MA * Planned the Expansion Pack "AC2: Legions", and co-developed product pitch to Turbine's executive team * Oversaw design and development of hundreds of new monsters, skills, items, attributes, etc., as well as innovative new character advancement and combat systems * Created two new races and four unique new classes including the levitating Mentalist, the masochistic Templar, and the ritual-casting Hieromancer * Designed very unique new crafting dynamics that appeal to many different play styles. PRODUCTION EXPERIENCE ===================== Live Team Producer 2004-2005 Turbine Entertainment Norwood, MA * Lead mixed team of 11 to 15, including artists, engineers, and designers * Produced 20 monthly expansions for Asheron's Call 2 * Coordinated and supervised daily tasks, triaged bugs with QA department, worked with Operations team on hardware issues, oversaw customer relations and player communication PUBLICATIONS ============ * The MMO localization chapter of the book "Perspectives on Localization", published by John Benjamins Publishing Company, 2006 * Localizing MMOGs", Gamasutra.com website, September 2003 * Monitoring System Events by Subclassing the Shell", Windows Developers' Journal, February 1998. * Improving the Treeview Control", Windows Developers' Journal, January 1997. * Advanced Uses of the Toolbar", WDJ, August 1996.