Layla Anahita-Shireen Mah - Game/Graphics/Physics Engine Programmer - Cover Letter - HTML Version

Layla Mah

Computer Scientist
Graphics Programmer
Game Developer

Cover Letter

1885 Huai Hai Middle Rd.
Room 202
Xu Hui District
Shanghai, China 200030

Skype: laylapersia
Phone: +86.21.6282.3886
Mobile: +86.150.2641.8842

To whom it may concern,

 

My name is Layla Mah, and I am a U.S. born Computer Scientist, currently residing in Shanghai, China; but, very open to relocation for the right opportunity.

 

I was a programmer on the DOOM 3 XBOX project at Vicarious Visions in 2004; and, as you will find in my resume1, and my portfolio2, I have a strong passion for the technical side of game development; especially so for graphics, physics, and various other disciplines related to simulating (and reshaping perceptions of) reality. You will also find that I am very self-motivated, and have a long history of developing a vision, and following it through to fruition.

 

I am currently interested in pursuing a position in game engine development, with a preference for developing and implementing the state of the art in graphics engines. Please see the interactive table below for more information about my skills and experience.

 



You may mouse over the links to the left to view their associated content.
C++ Coding & Design Experience
My C++ coding and design experience extends back, without discontinuity, over the past 10 years; and, my current coding style is personal evolution of the style mandated by id on the DOOM 3 project. At this point, I can objectively say that I have a sufficient mastery of the language to use it efficiently across all of its multiple paradigms, including advanced compile-time meta-programming. By default, I write C++ code with attention to safety, genericity and maintainability, without imposing unwarranted inefficiency3. As I see it, one of the greatest attributes of the C++ language is the ability to write generic, maintainable, type-safe, self-optimizing code4, on a large-system-scale.

Math Skills

My experience in mathematics is similarly advanced. From my university coursework to my applied work in graphics and physics to my more theoretical hobby excursions into number theory and devising algorithms for NP problems, I have years of hands on experience in many different disciplines of mathematics.

Experience with Core Systems

Having, among other projects, written 4 game engines, and a graphics engine, worked on DOOM 3 XBOX and been one of two lead developers on a physics engine, I have a amassed a great deal of experience with core systems development, and am very comfortable with many low level APIs and systems. An incomplete list of which, can be found on my resume1.

Experience with Multithreading

I have extensive experience with Multithreaded systems; from writing multithreaded code for my game and graphics engines, as well as a physics engine, to code shipped in DOOM 3 XBOX, and code for my university research and several systems courses (e.g. Operating Systems, Computer Organization, Computer Architecture, Advanced Computer Graphics).

Performance Optimization Skills

I've been interested in optimization since before I began programming on computers. I have experience in hardware minded optimization (writing SSE routines, cache coherent code, etc.), algorithmic optimization, and in writing self-optimizing code (e.g. via C++ Meta Programming). I love to hate Ahmdal's Law.

Experience with Commercial Engines

I led the development of the DOOM 3 XBOX exclusive feature: COOP Mode. I worked in the code for most every part of the DOOM 3 engine, and came to have an intimate understanding of many systems, both related to and not related to COOP Mode.

Long ago, I also delved into the Doom, Quake, Quake2 and Quake3 code-bases.

Console Development Experience

During the DOOM 3 XBOX project, I had four XBOX development kits on my desk at all times, for network testing. I also have some experience tinkering with a Xenon (XBOX Next, XBOX 360) dev kit, and a great deal of experience writing parallel simulation code, which is one of the biggest challenges of developing for next-gen consoles.

Formal Study in Computer Science

I began my PhD studies in Computer Science, with a focus on, Robotics / Physical Simulation and Graphics, in 2005.

Time in the Games Industry Cumulatively, I have amassed over 10 years of experience in game development. From an engine programming perspective, I have experience in every system and with many of the data structures and algorithms commonly employed in modern 3D engines. I also have experience with many of the common tool-chains used by artists and designers, which enables me to more effectively bridge the gap between the technical and artistic sides of the development process. Therefore, while I may lack official time logged in the games industry compared to some, I believe that my hobby and academic experience more than make up for any technical deficit this may seem to imply. Finally, I believe that I was sufficiently exposed to all attributes of the game development process during the DOOM 3 XBOX project, such that my at-work performance and acclimation learning curve will not be noticeably different than that of a 'more senior industry veteran' of similar aptitude.
Game Development Process

While working on the DOOM 3 XBOX project, I gained a concrete appreciation for milestones and other standard game development practices, which I am quite confident I can successfully apply to my future endeavors.

Reaction to Criticism

I relish feedback and criticism, because they represent opportunities for growth. I am of the opinion that I can probably learn something from most people and situations, if I am paying attention.

Teamwork, Work Ethic

I believe that the main keys to being a successful team member are good communication, the open-mindedness to understand foreign perspectives, the willingness to both lead and follow, as the situation dictates, and the aptitude, work-ethic and follow-through to make a useful contribution.

I grew up playing video games; and, through all the many things I've done in my life, there has always persisted a spot in my heart for making them as well. When, in 2004, my friend showed me the Vicarious Visions job posting for a DOOM 3 XBOX Console Engineer, I experienced the same pervasive excitement that I feel again now, as I once again embark on the application process for a job in the games industry. I hope that after reviewing my materials, you, too, will come to share my belief that I would be a great fit at your company.

 

I await your reply with great excitement.

Thank you for your time, and Best Wishes,

 

Layla Mah

laylapersia {at} gmail {dot} com

 

1.       My Resume

2.       My Portfolio

3.   I believe that premature optimization is quite often ill advised, and I avoid it; rather, I have reached a point in my C++ fluency where much of the performance sensitive code I now write is self-optimizing4 (while statically asserting its own validity) and or simply baseline efficient, without being optimized per se.

4.      Code Sample: Self-optimizing C++ [ Download | Browse ].