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June 2006 - Present: Senior Developer at SilverBirch Studios
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currently working on a cross-platform game engine and an action platform game for Nintendo DS and Sony PSP, responsibilities include:
- game design
- technical design
- camera
- 3D graphics
- animation
- user input
- collision detection and response
- physics
- art pipeline tools
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November 2003 - June 2006: CTO at Electron Jump Games
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worked on a game engine and several single and multiplayer game demos for the Nintendo DS, responsibilities included:
- game design
- technical design
- level load
- camera
- 3D graphics
- animation
- game map
- user input
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worked on a cross-platform, console video game engine and an accompanying demo for Sony Playstation 2, responsibilities included:
- techical design
- build process
- animation
- movement
- camera
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June 2001 - October 2003: Programmer at Rockstar Toronto
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worked on The Warriors for Sony Playstation 2, responsible for:
- technical design and documentation
- pathfinding system
- low-level AI
- character animation system
- combat
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worked on Max Payne for Sony Playstation 2, responsible for:
- PlayStation 2 controller code
- optimizing data to improve rendering speed
- adding auto aim functionality
- reducing code footprint
- reducing run-time memory allocation
- general optimizations, profiling, etc.
- cheat codes
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May 2000 - June 2001: Programmer at Namco Hometek Inc.
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responsible for research, development and implementation
of technology for use in next-generation console video
games
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worked on Dead To Rights for Sony Playstation 2,
responsible for:
- camera control and logic
- in-game user interface for weapon and item selection
- model and object updates related to weapon and item selection
- head and torso tracking of items of interest in human character models
- arm/weapon tracking of enemies in human character models
- scripting language
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August 1999 - May 2000: Consultant at Eyedew Designs
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- worked on the technical design for a real time 3D virtual shopping mall
- consulted on technical designs for on line shopping site design tools
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Mar 1997 - June 1999: Software Engineer at Square Soft Inc.
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responsible for research, development and
implementation of technology for use in video games
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worked on Final Fantasy VII for PC, responsible for:
- submarine mini-game
- portions of 3D engine
- main game special effects
- documenting the internal-use library
- 3D hardware evaluation, benchmarking, and all vendor-specific implementation issues
- all post-release support issues, and all post-release patches
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worked on an unreleased project for Sony Playstation 2,
responsible for:
- collision engine
- physics engine
- aerodynamics and flight modeling
- export plug-in for Kinetix 3D Studio Max 2.5
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Aug 1996 - Nov 1996: Tools Programmer at Gray Matter Inc.
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modified and added functionality to internal-use 3D
modeling tool under SGI Irix and Motif using IrisGL
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modified and added functionality to internal-use 2D
sprite animation tool under SGI Irix and Motif using
IrisGL
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Available on request.