Resume: Russell Lowke

Mailing Address: 24 Roy St, Box #202, Seattle, WA 98109-4018
Website: http://www.lowkemedia.com/
Email: russ@lowkemedia.com

Summary

        Russell's primary focus is developing quality applications, games, and educational software. He emphasizes usability and consistency in software design, coupled with scalable data-driven solutions, and well thought out object-oriented architecture. Russell's strength is developing interfaces and "feel" of a product, and is most effective early in the development cycle, outlining architecture, and developing prototypes or "vertical slice" examples, with the aid of a talented graphic artist. Once main development is underway he advocates agile development (Scrum) team process, with frequent iterations, to be adaptable and able to evolve with project changes.
        Russell has a Masters in Information Technology (ALM in IT, Dean’s List) with a concentration in Software Engineering from Harvard University Extension. His Master's Thesis focused on developing game simulations to teach history.

Skills

        Software Developer, Gameplay Engineer, Software Architecture, Programming [Haxe, C++*, HTML5 with JavaScript, AIR, UNIX, ActionScript*, C*, Java, Lua], Object-Oriented Programming (OOP), Unified Modeling Language (UML) [see here], Agile Development (Scrum), Data-driven solutions (JSON/XML), Human Computer Interface Design (UX), Prototyping, Usability Testing, Teaching, One-to-one and group training.
        *Programming languages Russell has conducted training in.

Experience

October 2016 Seattle to present. Adjunct C++ Instructor at The Art Institutes (Seattle).

        Adjunct C++ Instructor at The Art Institutes (Seattle), Gaming & Technology program, for classes SDVA103 C++ Programming I, and SDVA203 C++ Programming II.

July 2013 to February 2018 Seattle. Senior Game Developer at FlowPlay ("Vegas World" & "ourWorld").

        Russell helped develop and maintain FlowPlay's two online MMO games, Vegas World, and ourWorld, in which he was responsible for; the Lottery, a bi-weekly social lottery, featuring lottery "ball machine" animations and drawing; the opening Daily Coins, where players are awarded coins for logging in every day; the Incentive Banners and VIP Rewards, that pop-up and sell specials to users; the Tournament Menus, which handle multiplayer tournaments; and the Chat module in ourWorld, that players use for communicating. He also helped maintain, debug, and add various features to the client-side "Shell" used by both games. FlowPlay practice agile development (Scrum), delivering updates every two weeks.
        Also, Russell contributed considerably to the complete rewrite of Vegas World (v2). The entire codebase of Vegas World was rewritten in the Haxe programming language, which compiles down to HTML5 and JavaScript for web delivery without a plug-in, and C++ for delivery on hand-held devices. The Haxe version of Vegas World was launched October 12th 2017, and is the live version of the product. The Lottery game in Vegas World (v2) launched January 29th 2018, and typically sells 22,000 lottery tickets each day, more during promotions, with each ticket costing players 4¢/ea (around $880/per day). More importantly, Lottery draws players together socially for each bi-weekly drawing, where they interact and trade items.

May 2011 to Apr 2013 Redmond. Senior Software Engineer at Disney Interactive ("Club Penguin 2.0").

        Russell was responsible for development of three critical software tools for Disney's Club Penguin 2.0 project; a Window Manager; a UI Framework of components; and a Localizer. These tools were designed for building UI and minigames for the rewrite of Disney's Club Penguin 2.0 MMO for kids. All tools were written to be deliverable on devices such as Android and iPad.
        Russell oversaw development and collaborated with many internal and external developers, contractors, documenters, and UI developers, when building these tools. UML diagrams, made by Russell of the Window Manager visualized its architecture, aiding collaboration between teams. In particular, there was strong emphasis on localization and the benefits to be gained by simplifying the localization process using the Localizer.

Dec 2008-May 2011 Seattle. Gameplay Engineer at Flying Lab Software ("Bakugan Dimensions" & "Kaiju").

        Russell played a significant role in programming and prototyping the UI of the core battlegame in Spin Master's Bakugan Dimensions MMO, developed by Flying Lab Software. In its first month Bakugan Dimensions had an average of 45,000 battle games played a day (mainly 14-year-old boys), with upwards of 120,000 active users and a growth rate of 10,000 registrations a day, quickly developing a strong following. The Bakugan Dimensions site boosted Bakugan toy sales at least 10%, resulting in significant profit for Spin Master's toy division.
        While at Flying Lab Russell also worked on prototyping and UI-programming of client-side interfaces for their Kaiju game, and minigames in their UpperDeck University MMO, such as the Quarterback Attack prototype.

Nov 2007-Nov 2008 Seattle. Senior Programmer at KD Learning ("ZooKazoo").

        Senior Programmer for a children’s social networking environment called ZooKazoo, where he collaborated with global teams in Hong Kong, India, and Seattle to share milestones and integrate new games into the site with a common interface and a system to award “Kazoobits” for gameplay. ZooKazoo was managed in Palo Alto, with programmers in Seattle, and a main office in Burbank, Los Angeles, where the bulk of the animation was created.
        When working on ZooKazoo, Russell built tools for loading games, room items, and various assets while improving and simplifying memory management and caching; he built Zookazoo’s first real-time multiplayer game, Dodo Drop, which queued systems for commencing games, and synchronized game play and animation across the server and between clients; and he introduced synchronized and scripted “stateful items” to be used as interactive furniture/wall hangings which could trigger “Rube Goldburg” style sequences, allowing easy creation of interactive puzzles.

2006-2007 Boston. Prototyper and UI Programmer at Scholastic ("TimeLiner XE").

        Working closely with Scholastic's Executive Producer in Boston, Hedrick Ellis, Russell prototyped their educational product Timeliner XE to be an intuitive software program, allowing students to organize data on multimedia timelines, sequences, and cycles, to see connections. Timeliner XE did well in the marketplace, proving itself with the awards; Children's Technology Editor's Choice for Excellence in Design, 2008; and, Teacher's Pick, Best of 2009.
        Other interesting projects done on contract during this era; a Video Client for video conferencing for American Well; a Photography Website for a friend; and, SuperWhy game for PBS Kids Television Network.

2000-2006 Boston. Undergraduate and Master's degrees at Harvard University Extension.

        While studying at Harvard University Extension, Russell occasionally worked as a Instructor teaching Adobe products for Future Media Concepts in Boston and (occasionally) Orlando. He also initially worked as a Teaching Fellow for the class Understanding & Developing Multimedia, at Harvard University Extension, which helped him get into the Harvard degree program.
        Graduated June 2006, Degree of Master of Liberal Arts in Information Technology (ALM in IT, GPA 3.86, Dean’s List) with a concentration in Software Engineering, from Harvard University Extension.
        Graduated March 2004 Degree of Bachelor of Liberal Arts Cum Laude (ALB, GPA 3.62, Dean’s List) with a field of Computer Science, from Harvard University Extension.

Prior to Degree in Boston, Toronto, and Sydney.

        Prior to obtaining his degree, Russell played a prominent part as a Lead Developer on various CD-ROM titles and games, most notably:
        "Lead Architect and Programmer" for Houghton Mifflin's Spelling Spree!, a commercial and school distributed Mac and Windows CD-ROM title for teaching spelling for grades K-6. It was a 1998 MIMIC Award Finalist for "K-12 Educational Title", and used extensively by schools in Texas.
        "Lead Programming & Interface" for the hit computer game Jewels of the Oracle, a CD-ROM game distributed by DISCUS. This game won international recognition with Best of Show at MacWorld Expo San Francisco '95.
        "Design, Graphics, Interface" for the strategic computer game Galactic Frontiers, which would become a Macintosh shareware classic, and included on the compilation Best of Inside Mac Games. If you're a Macintosh enthusiast you probably recognize and have played Galactic Frontiers.

Conference Publication

        "A magnetic field mechanism for the origin of planetary motion." Lowke J J and Lowke R J, 28th Inter Conf. Phenomena in Ionized Gases, Prague, July 2007, paper 5P07-03. Russell was responsible for the graphic visualization of data for this paper, making it possible to interpret that data, and enabling a demonstration of the possibility of magnetic fields as being a force to produce regular features of solar systems.

Education

Adjunct C++ Instructor at The Art Institutes (Seattle) 2016-present
Adobe Certified Instructor (ACI) 2006-2009
Adobe Certified Expert (ACE).

2006 Degree of Master of Liberal Arts in Information Technology (ALM in IT, GPA 3.86, Dean’s List) with a concentration in Software Engineering, from Harvard University Extension.

2004 Degree of Bachelor of Liberal Arts Cum Laude (ALB, GPA 3.62, Dean’s List) with a field of Computer Science, from Harvard University Extension.

High School Certificate from Sydney Church of England Co-Educational Grammar School (SCECGS), Sydney Australia.

Other Interests

In his spare time Russell plays drums, and has an avid interest in history, board games, and music.


References available on request