As a senior programmer with experience spanning the challenging videogame and healthcare financing industries, I've proven my ability to lead teams and design and implement highly reliable, maintainable, and flexible software in many different languages and environments.
My passions include writing compilers and toolchain systems, internationalization and localization, and videogames.
2020 - present At Kipu, I'm working with the best-in-class software for electronic health records for the addiction recovery and related industries.
Major accomplishments include rewriting the billing coding module to operate in a more event-driven fashion, significantly improving the performance and reliability of that component, assisting in the implementation of Opioid OTP billing and desgining and implementing the initial Office-Based Opioid Treatment (OBOT) billing system, as well as features such as a user-configurable warnings and errors system for scrubbing claims. My contributions have routinely been identified as major components of Kipu's Integrated Billing accomplishments every year.
Bruce-Robert quickly became a go-to guy in a short time and has come out on top of every challenge that’s been thrown his way. He approaches projects without hesitation and with a methodical approach. Just in the last few weeks, on top of helping Kipu run smoothly in the cloud, resolving issues with the monitoring app, he’s helped pave the way to complete our move to AWS, providing tangible cost and performance improvements. Todd Lee, CTO
In the time I've worked with him, I've seen firsthand the kind of engineering precision and creative problem-solving that truly leaves a mark. He is quick to jump into thorny, high-impact issues and [critical systems emergencies] and consistently brings a calm, analytical approach — especially when things get chaotic. In every challenge we've tackled together, his sharp thinking and a keen eye for detail have stood out. Beyond the Kipuverse, he's a retro gaming enthusiast who still writes full games that fit on a single Atari cartridge — a nod to both his craftsmanship and this technical proclivities.
Awarded Monkey Award
for week of 2023-09-05 →
2023-09-08.
Winner, Whale Award
for week of 2023-08-28 →
2023-09-01.
Co-Winner, Whale Award
for week of 2022-09-19 →
2022-09-23.
Co-Winner, Whale Award
for week of 2023-05-29 →
2023-06-02.
Winner, Whale Award
for week of 2023-12-18 →
2023-12-22.
Winner, Monkey Award
for week of 2024-05-06 →
2024-05-10
Co-Winner, Monkey Award
for week of 2024-06-03 →
2024-06-07
Certificate of Recognition: recognized for 5 years of
outstanding service and dedication
Carina
Edwards, CEO
Currently: Platform systems pod; member, IMPACT community advocates group
2022-present This work-in-progress game for
the retro
Atari 7800 ProSystem videogame console is a
massive size for the 1980's system. Weighing in at a
whopping 1MiB (1,024kiB) on a system where typical releases
are often 48kiB, the tools for this game include converters
for level designers and authors to write scripts in a
variant of the standard fountain
screenplay format,
design graphics in Gimp, lay out maps in Tiled, write music
in MuseScore, and contains a variety of debugging facilities
that interact with both emulation and special
debugging/testing cartridge systems from a modern PC to
provide detailed information about the game's state in
near-real-time. I also developed the ability to use the 6502
emulation in the A7800 (MAME) emulator to perform unit tests
of game functions and built an effective build chain with
automatic resource placement into the various ROM
banks.
Phantasia is a hobby project and is expected to be completed in 2025-2026 and subsequently published by AtariAge, a subsidiary of Atari®. Format: Atari 7800 cartridge. Size: 1MiB (8 megabit). Preview Info: https://PhantasiaGame.com/
2021-2022 Developed a videogame for
the retro
Atari VCS CX-2600 system. With only
128 bytes of RAM, and packed into only 64kiB of
bank-switched ROM storage, Grizzards is a turn-based
role-playing game which raises the bar for Atari 2600
development. Using a toolchain including 6507 (like
6502) assembly language, and utility programs in
Common Lisp and Perl, the game builds from data in
relatively modern formats (PNG, MIDI) and features the
largest vocabulary and most synthesized speech of any Atari
2600 game to date. At the time of its release (October 2022)
it was also tied with the largest releases for the system.
Typical play time is around 6 hours, without completing side
quests and goals.
Publisher: AtariAge, a subsidiary of Atari®. Format: Atari 2600 cartridge with proprietary save-to-cartridge EEPROM circuit. Size: 64kiB (½ megabit). Info: https://Grizzards.com/ Source: github.com:brpocock/grizzards
2012-2019 At Adaxa (MCNA), I worked on a variety of projects in the infrastructure and communications domains. Adaxa provides software services that adjudicate dental claims, issue payments, and communicate eligibility, authorization, and adjudication results with a variety of private and State actors. I've worked in focused areas involving our Electronic Data Interchange (EDI) and document generation systems, performed technical analysis for problem solving, created domain-specific language systems, and constructed several platforms for automated software testing.
Bruce is a well-rounded and knowledgeable individual. Has demonstrated thorough knowledge of technology as well as our industry. Bruce has also learnt very quickly new business and industry needs and has applied his knowledge to use and excel in delivering robust solutions to our company’s needs. Now that Bruce is leading our EDI development and engineering efforts, he is showing tremendous improvements in initiative and leadership which we hope we can continue fueling and allow Bruce to continue developing and growing within the company. — Kenneth Tilton, Director of Software Development, MCNA Systems, 2013
Managed Care of North America Healthcare Holdings owns MCNA Dental, which in turn spun off MCNA Systems, which was renamed Adaxa; over the past six years, it's been through a few name changes, but the same company.
2018-present After Res Interactive, LLC
was shut down, I began work toward rebooting
the
Tootsville game in a new edition. This
work-in-progress is a new, massively distributed,
multiplayer on-line persistent world built using a set of
compact, mostly WebSockets and REST-ful cloud services and
extensive HTML5 and Javascript front-end and middle-tier
systems. As Chief Engineer, I'm leading up (and, honestly,
mostly single-handedly) the development effort. This is an
hobby project that has mostly been sidelined by other
things.
2011-2012 While at LSI, I developed a new Instructor/Operator Station application stack for management of their immersive (i.e. hardware/software) simulation devices, particularly the AH-64D Apache Longbow gunship's LCDSTT. This is a full-surround training “device” with dual cockpits (pilot and copilot/gunner), out-the-window simulated views, and with electronic and mechanical components nearly indistinguishable from — and, in some cases, actually built using parts from — the actual gunship. Linux; C++, FORTRAN, ADA, Perl; OpenGL, X11; TCP/IP, distributed real-time
This video shows off the VR components that interacted with the LCDSTT. The LCDSTT itself is briefly seen.
2011 (brief) Ported an Objective-C iOS (iPhone) application to Android (Java) platform.
2010-2011 Served as CTO and lead programmer of startup company focusing on fantasy sports gaming services. I built up a cloud-based infrastructure based upon the Amazon AWS and Elastic Beanstalk clouds, designed an implemented a RESTful architecture, login/encryption protocols, anti-cheating and anti-replay measures, and implemented the server side of our March Madness application, as well as partial implementation for a Major League Baseball application. Java, REST, AJAX, SQL, XML, Amazon
2008-2010 Tootsville,
a colorful, family-friendly,
non-violent MMO-RPG
about singing cartoon elephants called
Toots,
built up a small but loyal player base,
largely
English-speaking
school-age children. The core server
platform,
Romance 1.1, provided 24×7
reliability, with zero downtime for over a year and
load-tested capacity of over 1,500 users per node. (I
am the primary architect & developer of
“Romance.”)
Working on short deadlines with an excellent core team, my Engineering group delivered on-time and always-available membership & billing software, a social media platform (“Tootsbook”), the MMO-RPG game server itself, an Adobe Flash/ActionScript-based front-end for players, multiple utility back-end tools for internal teams (including lifeguards, customer service, design/art teams, and systems administration), and other facilities. This rôle included hiring, supervising, and training front-end and back-end programmers, system administrators, and training and supporting customer service and system operators.
coolmerch!
There are people who work in the box, and then there are those who work outside of the box. When it comes to Bruce, the box never existed in the first place. Bruce has the ability to think and create unilaterally. He has the ability to work under stressful situations and demands. As a team member, Bruce works well with others and never creates boundaries amongst teammates. I have seen first hand his ability to change gears when being faced with completely different programmatic expectations then originally planned. I would highly recommend Bruce for almost any project and project range. — Chris Brunner, CTO, Res Interactive
The best memory. The game has been on hiatus for about 2 years now (Ed: since 2012 or so) which is terribly sad considering it was one of the best online chat websites I've ever come across. I joined this website when I was 9 and I'm 15 now. It still holds a special place in my heart. It never had thousands of people on it at once, like club penguin, but the community was amazing. We all remembered each others names, the moderators and magic toots included everyone in the conversations and activities, they held contests (which I won once and was delivered all of the main toot plushies), and was fun for the whole family. It's a very safe website, you can't type numbers or any naughty words so that's a plus for younger players. I've met many, many friends during the years that I've played and I'm still friends with one to this day! A very amazing website and I hope one day they'll come back because it was literally the best game I've ever played. — TheGhostInHope
2003-2006 At eFlyte, I developed, altered, and maintained software for embedded in-flight entertainment computer systems, including video gaming, destination information, and hybrid e-mail/SMS messaging programs. Duties include developing technical specifications, software development, build-system maintenance (including cross-compilation), release and packaging procedures, documentation, and some graphics, video, and music editing.
I developed English, Turkish, Korean, and Chinese text-entry systems for touchscreen, gamepad, and telephone handset entry, along with the standard multi-language text-handling widget, for on-screen keyboard, handset controls, and multi-tap text entry, and implemented the AOL®/Tegic™ “T9” predictive text entry system for English and Chinese (Mandarin phonetic “Bopomofo,” Traditional and Simplified stroke-based) for Matsushita (MAS)/Panasonic and Thales in-flight entertainment systems. i18n/l10n, C/C++, x86 Assembler, PowerPC, Framebuffer, embedded
Less fluent
skills are in this typeface.
Linked-in Skills Tests: HTML, Python, Java, XML, JavaScript, BASH, JSON
bash), GNU Make
Brews-rob-urt Poe-cock.
justBruce-Robert Pocock.
the going ratefor an experienced senior programmer, with (at least) a typical benefits package.