Jeff Wofford

web@jeffwofford.com

experience


The Guildhall at SMU

Lecturer in Software Development for Games
Dallas, Texas
Jan 2006-Present


Gearbox Software

Project Manager
Dallas, Texas
May 2002-Aug 2005

TeamResponsibilities
Brothers in Arms
Brothers in Arms
  • Get the project done.
  • Manage 60+ person team.
  • Design many aspects of the gameplay, AI, and user interface, and be involved in discussion and approval of virtually all game design decisions.
  • Manage project schedule with MS Project.
  • Act as primary point of contact with publisher.
  • Acted as lead programmer during much of the project, responsible for technical direction as well as game and engine coding.

Deep Red Games Ltd.

Project Lead
Milton Keynes, England
March 2000-November 2001

TeamResponsibilities
Management Team
  • As a member of the company management team, participated in decisions affecting every aspect of company life.
  • Developed the company employee appraisal process.
Thunderbirds
Thunderbirds
  • Managed team of 11 developers.
  • Created and maintained game design.
  • Led technology development during first 6 months of project.
  • Programmed the game AI, some 3D rendering effects, and the core game architecture.
  • Developed, managed, and maintained project schedule using Microsoft Project.
  • Primary point of contact for publisher.

Kinesoft Development Corp.

Lead Programmer
Austin, Texas
February 1998-September 1999

TeamResponsibilities
Shock Troopers
Shock Troopers
  • Created, along with the lead artist and producer, the vision for Kinesoft's first original project, Shock Troopers (this game has since been renamed Crimson Order). In pre-production, I conceived the game's core gameplay concept.
  • Worked closely with the Producer, Lead Designer, Art Director, and Vice President of Product Development in developing the Shock Troopers game design.
  • Managed the programming team and schedule.
  • Led development of the Technical Design Document for Shock Troopers.
MageLords
MageLords
  • Developed a prototype for the tactical combat segment of the Magelords project. This prototype included a heightfield terrain system, 3D characters which moved about as armies and engaged each other in combat, and cutting-edge 3D technologies such as volumetric fog and water.
  • Managed the programming team and schedule.
Library and Technology Group
  • Managed a team of six programmers in library, tool, and game code development.
  • Developed the company's programmer performance review process.
  • Helped to develop and establish software engineering processes resulting in efficient, robust, highly maintainable and extensible code.
  • Conceived and co-designed our software development process tracking tool, "Tracker."

Origin Systems, Inc.

Advanced Software Engineer
Austin, Texas
May 1995-February 1998

TeamResponsibilities
Ultima Online
Ultima Online
  • Software development in both Windows 95 (client side) and Linux (server side) environments.
  • Developed the networked sound event system.
  • Also responsible for the banking system, program installation, multithreaded mouse system, and bug fixing in many systems.
  • Managed the programmer schedule using Microsoft Project.
Ultima IX: Ascension
Ultima IX: Ascension
  • Developed 3D terrain level-of-detail rendering system.
  • Programmed 3D sound system.
  • Responsible for handling of Windows-related issues.
  • Managed the programmer schedule for Ultima IX using Microsoft Project.
Longbow 2
Longbow 2
  • Implemented, using MFC, the install program for Longbow 2.

skills

Technologies: 3D Math, Rendering, and Simulation; AI; Skeletal animation and systems; Game programming; Distributed Simulations and Multiplayer Game Architecture; Physics; Compiler development; Audio.

Platforms: Windows PC; Xbox; Some PS2.

Languages and APIs: C++, C, assembler; STL; Win32, MFC, COM; Object-Oriented Analysis and Design, UML; Unreal Engine, UnrealScript; NetImmerse; Havok Physics; Mathengine Karma; Lex/Flex and Yacc/Bison; XML, XSL, XHTML, CSS, JavaScript, Flash MX 2004, ActionScript 1 and 2.0.

Tools: Visual Studio .NET, SourceSafe, CVS, VTune, PIX.

publications

Leveraging Middleware, lecture, delivered at the Game Developers Conference 2001, San Jose, CA. Lecture notes appear in conference proceedings.

Killing Time, article, concerning violence and censorship in games. Published in CGI Magazine October 2000.

Back to the Future, article, about visual design decisions on the Thunderbirds project. Published in CGI Magazine November 2000.

education

University of North Texas

Denton, Texas
Bachelor of Arts, May 1995
Major: Computer Science
Minor: Philosophy

University of Sheffield

Sheffield, England
September 1991 - July 1992. Spent a year abroad as an exchange student to England.