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Andrew Looney: Programmer

Although I spent over ten years of my life working as a professional programmer, I am not currently using these skills to make my living, and if all goes according to plan, I never will again. In college, I pursued a career in computer science with the long-term intention of retiring from it as soon as I had developed my writing skills and reputation enough to make that my career instead. But while my creative work has shifted over to game design, my desire to cease doing programming work is stronger than ever.

This page contains the last version of my programming resume, showing where I left off with that career. I regard what follows as a completed document, so please don't bother contacting me about your exciting job opportunities. As long as my position at Looney Labs remains secure, I will not be seeking programming work.


I have over 10 years experience in the field of Software Engineering. My experience ranges from video games to on-orbit spacecraft software. My primary expertise is with C and C++, though I've also worked with HTML, Java, Pascal, Basic, and FORTRAN. Systems experience includes UNIX, 3DO, VxWorks, Sony Playstation, Macintosh, 80386 embedded systems work, and the PDOS real-time operating system. I am known for writing highly readable code; my old boss Lawrence Schick once described the Icebreaker source code as "the most well documented code I've ever seen in my 13 years in the computer game industry."


I am not currently seeking employment, but this is the most recent version of the resume I'd be using if I were.


TSI TelSys (1996-1998) I spent 2 years working on various part-time, short term projects at TSI TelSys, doing embedded systems programming for their vxWorks-based telemetry workstations. I also did some graphical applications work, in Java.

Magnet Interactive Studios (1994 - 1996) In addition to creating the game Icebreaker and serving as its game designer, I also wrote virtually all of the software for original 3DO version (excluding ancillary functions such as streaming of music and movies and handling of sound effects and fonts), amounting to roughly 20,000 lines of code. I later provided technical assistance for the Windows and Macintosh porting efforts. (After Icebreaker, I became the game designer for Incredible Idiots in Space, until that project was shelved.)

NASA/Goddard, Flight Software Systems Branch (1991 - 1994) In the Flight Software group at Goddard Space Flight Center, I played a key role in the design, development, testing, and documentation of the flight software for the Coprocessor, a new 30836-based flight computer which was installed on the Hubble Space Telescope during the servicing mission in December 1993.

NASA/Goddard, Microelectronics Systems Branch (1986 - 1991) At Code 521, not only did I meet Kristin, I also played a key role in the design and development of new software for use in telemetry data systems, which are used to transmit data between the ground and different orbiting spacecraft. Efforts included the design, implementation, testing, and documentation of numerous projects, starting with basic TCP/IP networking capability, followed by file transfer utilities, SCSI device drivers, a multi-system 8mm tape drive backup system, and a X-windows based remote user interface system.


I have a degree in Computer Science from the University of Maryland. I graduated in 1986 with a 3.1 GPA.

(this page was last updated on 1/11/1)

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