Mike Kelly

Software Engineer

Over 10 Years of Development Experience Shipped 11 Commercial Products

  • C#, VB.NET, ASP.NET, Visual Studio, SQL Server, Visual Studio Tools for Office, VBA, ADO, IIS, XML, HTML, DHTML, CSS, JavaScript, C, Assembly
  • Create clean, well-documented, readable and reusable code, conforming to company standards
  • Experience across many platforms, languages and development environments
  • Work independently in cooperation with the team and other disciplines and groups
  • Committed to meeting deadlines without sacrificing product quality or team sanity
  • Proven ability to think creatively and solve difficult problems under pressure
  • Take initiative to improve workflow and pipelines, product quality, productivity and personal skill set
  • Able to handle multiple tasks and priorities; strong organizational skills and attention to detail
  • Tactful, patient and discrete when communicating with clients and within the company
  • Diverse, somewhat unusual background will bring a fresh perspective to your team


Oregon Department of Transportation, Salem, Oregon.
Jul 2005 - Present

Software Engineer / CAD Administrator
FileNet search application using VB.NET. Outlook VSTO add-in using VB.NET. Web design and coding using ASP.NET, C#, SQL Server 2005, JavaScript, HTML and CSS. Scripting and coding in C#, MicroStation Development Language (C), MicroStation Basic, MicroStation VBA and Excel VBA. Requirements gathering and documentation. CAD system administration and customization. Help Desk support of 600 CAD users via phone, email and in person.

Legacy Custom Woodcraft, LLC, Salem, Oregon.
Jan 2001 - Mar 2005

Business Owner / Woodworker
Designed and built custom wood furniture and other custom woodworking projects.

Dynamix, Eugene, Oregon.
Sep 2000 - Dec 2000

Software Engineer / Game Developer
Designed a cross-platform audio engine and implemented it on Playstation 2 and Windows.

Atari Games / Midway Games West, Milpitas, California.
Apr 1997 - Sep 2000

Software Engineer / Game Developer
Shipped San Francisco Rush: Extreme Racing on Nintendo 64, Rush 2: Extreme Racing USA on Nintendo 64, Gauntlet: Legends on Nintendo 64, and San Francisco Rush 2049 on Nintendo 64 and Sega Dreamcast. Worked on 2D and 3D graphics engines, audio engines, gameplay, AI, user interface, I/O, tools. IDE and command line development on Windows and Unix. C, shell scripting, makefiles. Optimized and improved AI for Rush 2. Converted existing N64 game engine into a cross-platform engine for Rush 3 on N64 and Dreamcast. Rewrote and vastly improved the audio engine on Rush 3. Game design, artwork and sound creation.

Eidos Interactive, San Francisco, California.
Aug 1994 - Jan 1997

Software Engineer / Game Developer
Shipped Out of the Sun on Macintosh and Absolute Zero on Macintosh and DOS. Worked on 2D and 3D graphics engines, audio engines, user interface, I/O, tools. IDE and command line development on Mac and DOS. All code in C and 680x0 Assembly. Wrote all code for memory and resource management, 2D graphics, the audio engine, the user interface and I/O for both platforms. Game design, artwork and sound creation. Lead on unreleased MMORPG R&D project.

High Risk Ventures, Eugene, Oregon.
Oct 1992 - Dec 1997

Software Engineer / Game Developer
Owner. Designed, developed and published Cyclone, Space Madness and Cyclone II on Macintosh. Produced PegLeg on Macintosh. Ported/reproduced Train Engineer from DOS to Macintosh for another company. Wrote 2D graphics engines, audio engines, gameplay, AI, user interface, I/O, tools. IDE development on Mac. All code in C, C++ and 680x0 Assembly. Created most of the artwork and sound.

Apple Computer, Cupertino, California and University of Oregon, Eugene, Oregon
1990 - 1992

Summer Intern and Research Assistant
Several computer graphics projects such as designing a platform-independent 3D rendering and shading library and implementing it on the Macintosh and Unix platforms, and developing an airbrush painting program which used spectral reflectance and scattering distribution functions of actual pigments (published in ACM Transactions on Graphics, v.11 n.4, p.305-335, Oct. 1992).



C#, VB.NET, C++, C, Assembly, VBA
Visual Studio 2003 and 2005
Command Line Development (makefile)
Multithreaded Programming
ADO, SQL Queries and Database Design
Unix / Linux
Game Design
Playstation 2
Sega Dreamcast
Nintendo 64
3D Modeling/Rendering
Video Editing
Sound Editing
CAD Software


University of Oregon
Bachelor of Science, Computer and Information Sciences, 1991.

Chemeketa Community College
Associate of Applied Science, Drafting Technology, 2005.

Additional Courses
Microsoft Course MS-2124, Programming with C#. Sept 2005.
Microsoft Course MS-2555, Developing Microsoft .NET Applications for Windows. Oct 2005.