Nick Cullen

Nick Cullen

Software Developer

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About

Nick Cullen is a software developer based in South Wales, UK who is currently working at ALTech UK. He has developed strong programming skills and a vast knowledge in a multitude of programming languages through industry experience and during his BSc Computer Games Development degree (of which he attained first class honors).

Main area of programming expertise is C# (.NET) and C++ with experience using Raspberry Pi technology.


Software Development

After leaving behind the complex maths and algorithms used in the games industry, Nick ventured into software development.

Shortly after joining ALTech UK, he pioneered development of a brand new checking system using a Raspberry Pi and C++ which opened a lot of new sales opportunities for the company. This product is stable and trusted to run in pharmaceutical and food production industries.

He has also worked for a number of high profile clients whilst at ALTech UK for which he was the point of contact for their .NET software solutions.

Projects

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ALTech UK Custom CRM (ALTech UK)

Implemented the support ticket area of ALTech UK’s custom-built CRM application. It had to be straight forward for our receptionists to add incoming support issues whilst on the phone with the customer. Each call is then assigned to a team or user and is stored on our local MSSQL database and tracked via emails.

Extended the sales area by adding Google Calendar functionality for scheduling calls and meetings by automatically populating our company wide calendar. Also added support for mapping entire clients addresses using Google Maps API.



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ALcheck (ALTech UK)

Took charge of the complete development of our Raspberry Pi based checking system, from initial design to end product. The system was programmed in C++ with extensibility, ease of configuration and diagnostics in mind. My modular design reduced projects development time from 3 months to roughly 3 weeks.

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ALpad LT (ALTech UK)

This was a spin off product from the ALcheck, as I developed the ALcheck’s backend code to be a shared library, we could re-use it to create the ALpad LT.

The ALpad LT acted as a standalone system where labels could be stored. This could then be used as a printing station where the end user would select what label they would like to print, enter the required information with on screen prompts and run the line.

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ALpad LT / ALcheck Manager Tool (ALTech UK)

This was a .NET companion application that ran on Windows. The end user could install it on their machine and connect to their system (ALcheck / ALpad LT) via Ethernet over SSH.

This application allowed the user to upload and manage labels and view user logs (what settings each user had changed, runtime logs of sessions etc.).

Our engineers could also use the app for diagnostics and configuration by entering a locked down feature by entering an ALTech UK employee known password. The engineer could then see real time diagnostics of the system running as well as configure any connected devices / features if needed.

The tool was also used to build the ALpad LT / ALcheck systems code.

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LPN Labeller (ALTech UK)

This was a bespoke application developed for Screwfix Direct. I was responsible for designing and implementing the software as well as being point of contact for the customer. The Licence Plate Number (LPN) Labeller is the first step to Screwfix’ massively automated warehouse where a box gets assigned and applied a barcode number which is later used to track the contents of the box.


*** There was also software (separate project) developed by ALTech UK for Screwfix before I joined which I ended up fixing as I had inherited it in a broken state. It now runs reliably across all four lines at the end of the automated warehouse. ***



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Pooka: Magic & Mischief (iOS & Android) (Oysterworld ltd.)

Took responsibility and developed the game to meet the entry criteria for the then intended Apple TV store. This required me to reduce the packaged product by 200MB to fall below the maximum app size restriction. I achieved this by developing a framework which would download required assets when needed using Asset Packs; A technique I learned whilst at XD Studios.

I also repaired the broken AI I had inherited from a previous developer by implementing a state machine pattern. Given the time, I would have preferred to implement a behaviour tree framework for a cleverer AI.

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Maya to Unity Pipeline Tool (Oysterworld ltd.)

Responsible for implementing the pipeline tool to take 3D scenes created in Maya to Unity. Each object was rendered out onto an individual layer in a PSD file which the 2D artists could then paint over in Photoshop.

These layers would then get packed onto a texture sheet which would then be overlaid on the original 3D scene in Unity. This was made to look 2D but benefited from the real-time lighting in a 3D environment in Unity.

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