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
Team
Responsibilities
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
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
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
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.