Alexander L. Carter

I'm passionate about software correctness, clarity, and expressing specifications as types. I'd like to apply my knowledge of practical functional programming to build impactful and reliable solutions to difficult problems.

Languages

Education

DigiPen Institute of Technology

2006 - 2010

Bachelor of Science, Real-Time Interactive Simulation, Mathematics Minor

Roles

Systems Engineering @ Nintendo Technology Development

October 2022 - June 2024

My team was responsible for the implementation of the Nintendo Switch operating system's BSD-compatible sockets API. Network software stability is a critical component enabling Nintendo's multi-player and digital goods ecosystems.

Private Tutoring

April 2020 - Present

My tutoring strategy is goal-oriented and starts by meeting any student at their current level of understanding. Through discussion and exercises, I've led more than a thousand hours of successful lessons supporting students with:

Adjunct Lecturer @ DigiPen

May 2019 - December 2020

As an adjunct, I managed all aspects of several semesters of the core software development curriculum for freshmen and sophomores, and led summer elective courses in functional programming with curriculum of my own design.

Technical Co-Founder @ Protean Solutions

October 2018 - September 2022

An unfunded venture, our team focused on a crowdsourced information-sharing quality-of-life mobile app for truck drivers, and delivered on minor engagements with a freight carrier for custom fleet analytics support software construction. As the only professional developer on the team, 95% of Protean's engineering is my work.

DevOps @ SigFig

July 2014 - September 2018

I was the #2 individual contributor for the infrastructure team during my tenure at SigFig, and trusted with full operational control over all production and data systems for a million monthly active users and thousands of clients with assets under management.

Prototype Development @ ITG Holdings

February 2014

A solo contract for technical design and implementation of a prototype web client and server featuring real-time updates among many clients simultaneously. Multiple other teams had been engaged and failed to deliver on this concept previously.

Mobile Game Development @ TinyCo

August 2011 - October 2013

My contributions to Tiny Pets and Tiny Monsters earned me a vote of confidence from the studio's senior developers to participate in our cross-platform game-engine steering comittee, and my efforts were key to enabling several of TinyCo's 2D games to dramatically increase animation detail and variety beyond most competitors in the space, especially evidenced in Family Guy: The Quest for Stuff.

Graphics Hardware Debug @ Intel

August 2010 - July 2011

I supported the Graphics Debug Team's efforts in reproducing and analyzing issues discovered by the Test Team and reported by customers, primarily through the SandyBridge platform's support for limited programmable on-die logic probes observable with the lab's logic analyzers. After studying many sporadic reproductions of a particularly elusive hardware failure over the course of 9 months, I managed to prove the existence of a transistor voltage leak on 1% of SandyBridge parts that single-handedly created the E stepping.