|
Jan 2008 - Present: Director of Technology and Lead Programmer at Bedlam Games
|
- Management of a team of up to 10 programmers
- Planning of security and IT
- Administration of Perforce SCM
- Evaluation of new technologies and engines
- Programming Lead role on several technology demos and game prototypes
- Oversight of multiple simultaneous projeects
- Planning of development using both Epic's Unreal Engine 3.0 and Emergent's Lightspeed, with a variety of middleware
- Management of simultaneous multiplatform development for PS3, Xbox 360 and Windows PC
|
|
Jan 2006 - Jan 2008: Lead Programmer at Groove Games
|
- Management of a team of 7 programmers
- Kung Fu: Deadly Arts on skillground.com. Responsible for:
A Kung Fu - themed online head-to-head fighter using Unreal Engine 2.5.
- Design of a tool chain for visually laying out combat state machines and generating run-time code from the visual diagrams.
- Combat System design and implementation.
- The Road to Sparta:
An unreleased single player game created for the 300 DVD launch.
- Combat System design and implementation.
- Development in progress on an 360 Live Arcade game.
|
|
Nov 2002 - Dec 2005: Programmer at Rockstar Games Toronto
|
-
The Warriors for Playstation 2 and Xbox, responsibilities include:
-
Combat and Animation System-
design and implementation of combat system, in close
coordination with game designers and animators; all
in-game animation playback.
-
Animation Tool Chain-
developed an exporter for in-game character and
scene animation from 3D Studio Max 5, an off-line
compressor for animation data and a make-based build
system for data processing.
-
Scene Playback System -
designed and implemented the in-game scene playback
system, which handles interstitial cut-scenes as
well as in-game character / object / camera
animation for pre-animated sequences.
-
Combat Collision System -
designed and implemented a combat collision system.
-
Data Build maintenance-
maintenance of linux/cygwin make -driven data build system.
|
|
Nov 1997 - Nov 2002: Software and Architecture
Designer at Matrox Graphics Inc.
|
-
Participation in the Design Specification, and Approval of the
arb_matrix_palette,
ext_vertex_shader,
arb_fragment_program,
arb_vertex_program,
vertex_buffer_object,
and
OpenGL versions 1.3 and 1.4.
Planning the
June 2002 ARB meeting
hosted by Matrox. Obtaining ARB membership for Matrox.
-
Parhelia OpenGL Developer: designing, managing and
implementing OpenGL extensions to support Parhelia's pixel
processor. Designed and implemented the driver texture
compression code for DXT format.
-
Matrox G550
chip architecture, design, specification,
documentation, and device driver architecture, design and
development for a high performance 3D graphics accelerator
ASIC. Responsible for:
-
Transform and Lighting processor: participated in the design of a custom
SIMD-RISC processor and its interfaces for the pipelined
processing of primitive rendering commands.Precision
specification and analysis.Performance Analysis: chip,
board and system level.
-
Programmable Setup Engine Module: wrote, tested, debugged and supported all
primitive setup code (highly-optimized custom VLIW
assembly-language programs) for embedded execution, as
well as all driver-level management code.
-
Graphics Driver: participated in the design, development, debugging
and support of an integrated graphics driver for the G550
product, including the 2D (GDI) display driver,
kernel-level miniport, Direct3D and DirectDraw (DX8), and
OpenGL drivers.
-
Tempest chip architecture, design, specification,
documentation, and device driver architecture, design and
development for a high performance 3D graphics accelerator
ASIC. Responsible for:
|
|
Dec 1995 - June 1996: Tools Programmer at Gray Matter Inc.
|
-
modified and added functionality to internal-use 3D
modeling tool under SGI Irix and Motif using IrisGL
-
Wrote 2D Palette manipulation tools
-
Supported artwork development on Irix machines using Softimage and
Alias|Wavefront software.
|
Available on request.