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Work Background
Stumper for Mathematics
Snorkel AIStumper for Mathematics
Mar. 2025As an AI stumper for Snorkel AI, my role involves crafting challenging and creative prompts designed to test the capabilities and identify the limitations of their large language models (LLMs). I focus on developing prompts that require complex reasoning, nuanced understanding of context, and the ability to generate accurate and coherent responses. My goal is to help Snorkel AI improve the robustness and reliability of their LLMs by identifying areas where they may struggle or produce unexpected outputs.
Software Engineer
MtronPTISoftware Engineer
Sep. 2024 - Feb. 2025Orlando, Florida, United States• Designed and implemented automated C# software to control material handling systems for efficient production processes. • Developed real-time process monitoring dashboards using C# WinForms to drive data-driven improvements in production efficiency. • Refactored existing C# WinForms codebase to reduce code complexity by 20% and improve maintainability.
Software Engineer Associate
L3Harris TechnologiesSoftware Engineer Associate
Jul. 2021 - Oct. 2023Melbourne, Florida, United States• Found and fixed conflicts between JavaScript libraries that prevented features, like the drop-down menu, from working on a page. • Used validation logic to add features to pages like warning the user of an error when entering information in the wrong way. • Optimized model/controller code so that it works faster and only accesses the database one time for each database search. • Calculated the time complexity of each method in the model/controller to find out how I could improve the time complexity of each method. • Quickly fixed multiple bugs in the code that passed the peer review the first time. • Developed software on an IRAD program using Java in a Linux environment. • Developed communication systems using Kafka and ActiveMQ between containers in Kubernetes in Java and C# to work with various communication bus systems. • Developed tools, using docker commands, to allow important data to be moved between Docker containers using Bash script.
Software Engineer
Sagrad IncSoftware Engineer
Aug. 2020 - Oct. 2020Melbourne, Florida, United StatesParticipated in the full SDLC of the AFTU (Auto flight termination system) development. Worked the software development team with the plans and initial design for a new and novel way to develop the existing software for the AFTU. Helped the lead software engineer with developing software that fit his UML -diagram for how the software worked.
Software Engineer
Northrop GrummanSoftware Engineer
May. 2019 - May. 2020Melbourne, Florida AreaWrote various tests in python to test critical aerospace systems to ensure these systems work as expected. Wrote helper C++ code to translate cryptic information from one format to another. Modified a python program to do a specific complex sort with complex parameters.
Software Engineer
Sentry View SystemsSoftware Engineer
Mar. 2018 - Mar. 2019Melbourne, FloridaTroubleshoot and maintain legacy system to include debug for the US Air Force Systems. Developed software to simulate a network device on a security system using Python in a Linux environment. Programmed in C / C++ to enhance and maintain legacy code from the 1990’s. Researched and developed an IOT micro-services system to replace the legacy monolithic system.
Software Engineer
ETC Solutions GmbHSoftware Engineer
Jan. 2015 - Feb. 2016Orlando, FloridaTransformed ETC's 3D simulation software almost entirely by myself in a Debian 7 environment, using QT, C++, OpenSceneGraph, GLSL shader programming, and free open source software (FOSS), by reprogramming large parts of their dated and unsupported Silicon graphics based Performer 3D graphics simulation software to use the newer, supported, and more modern OpenSceneGraph 3.0 visual engine. Reprogrammed ETC's real-time 3D simulation software using multiple techniques like; Transforming OSG's weather effects to meet or exceed the look and feel of the old Performer based system using deferred rendering in GLSL Duplicating the old Performer based functionality by creatively applying OpenSceneGraph's scene-graph based data structures Developing broad company-wide technology to do operations on the database such time-of-day based texture switching so that the real-time textures matched the time of day.
Software Engineer
Lockheed MartinSoftware Engineer
Oct. 2013 - Jan. 2015FloridaI worked on a small 6 to 10 person team using Ubuntu, QT, and FOSS based OpenGL to develop features for a scalable advanced 3D graphics engine used to support the Lockheed Martin business. I also worked on an 8 person team maintaining the F35 Lightning pilot training software using Visual Studio 2010/2005 and Tortoise SVN, in a Windows 7 environment. Recommendations: ==================================================================== Frank Bruno, Software Engineer, Lockheed Martin F35 Training Simulator My name is Frank Bruno. I am a Software Engineer with Lockheed Martin. I have been working with Brian Perry since February 2014. During my time with Brian, he has been satisfactory performing his duties. His duties include contributing to a large software baseline and providing feedback during code reviews. Brian primarily contributes to the team in the form of software implementation (C++) and testing. ==================================================================== Drew Goldfarb, Software Engineer, Lockheed Martin F35 Training Simulator My name is Drew Goldfarb. I am a software engineer at Lockheed Martin in Orlando, FL. I have worked with Brian Perry for about 8 months. During that time period, Brian has contributed to multiple successful software releases to our customer. Brian's job has mostly entailed C++ software development and performing code reviews. If you have any further questions, feel free to email me at drew.goldfarb@gmail.com.
Adjunct Instructor
International Academy of Design and Technology (IADT)Adjunct Instructor
Jun. 2013 - Dec. 2013Orlando, Florida AreaResponsible for providing quality instruction to students in the area of Game Design through well prepared classes, relevant assignments, fair and holistic assessment of learning, clear documentation of student progress, and support of the academic success for at-risk students.
Resident intern in Fullsail's Masters Experience Program
Full SailResident intern in Fullsail's Masters Experience Program
Sep. 2012 - Aug. 2013Winterpark, FloridaIn a 4 to 6 person cohort, I developed my skills as a game developer and producer by learning such concepts as leadership, small group dynamics, and game social science. At the end, I demonstrated my mastery of these concepts by running a full game production from start to finish employing Agile concepts and by successfully defending my theory of the best strategy to lead a small 6 to 10 person virtual game development team.

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