
Computer Games Professional - Technical director and Producer
San Francisco Bay Area

Computer Games Professional - Technical director and Producer
San Francisco Bay Area
I have been in video games for 15 years as a programmer, lead programmer, technical director, internal/external auditing technical director, CTO, and producer. I love games and making them. And I love the an atmosphere where I can help to bring creative people together.
I am excellent at collaborative design, risk management, contract negotiation, scheduling and rescheduling :)
(Privately Held; 51-200 employees; Computer Hardware industry)
2006 — 2008 (2 years )
• Developed methodologies to integrate PhysX into internal / external game productions
• Functioned as producer directly on overseas game team
• Functioned as external producer on two external teams
(Privately Held; 51-200 employees; Computer Hardware industry)
2006 — 2008 (2 years )
(Privately Held; 201-500 employees; Computer Games industry)
October 2004 — December 2005 (1 year 3 months)
• Assisted in establishing new role of engineering technical director in growing studio
• Developed AAA game programming methodologies necessary for creating more ambitious projects
• Championed game programming division to the central technology group
• Reviewed and guided technical designs
• Mentored game programming leads
• Audited schedules and progress of projects within division
• Managed cross project game programming group in collaboration with the other division Technical Director
(Computer Games industry)
2004 — 2005 (1 year )
(Privately Held; 51-200 employees; Computer Games industry)
August 2002 — February 2004 (1 year 7 months)
• Co-founded this new employee owned development company and participated in all aspects of management
• Set technical direction for: Call of Duty: Finest Hour (PS2, Xbox)
• Collaborated with members of engineering team on design of fundamental systems
• Created and managed engineering schedule
• Performed programming duties when necessary including implementing game data base / object name space
(Public Company; Computer Games industry)
2002 — 2004 (2 years )
(Public Company; 5001-10,000 employees; ERTS; Computer Games industry)
1999 — August 2002 (3 years )
Medal of Honor: Underground (PSX), Medal of Honor: Frontline (PS2), Clive Barker’s Undying (PC & PS2), Medal of Honor: Allied Assault (PC)
• Served as Technical Director over all studio projects including Medal of Honor: Underground (PSX), Medal of Honor: Frontline (PS2), Clive Barker’s Undying (PC & PS2) and external product Medal of Honor: Allied Assault (PC)
• Participated in the technical design of products and worked with leads to schedule Art, game design and engineering
• Provided independent technical oversight project, e.g., evaluated technical portions of milestones in cooperative process with each team, aided team in making adjustments to plans
• Served as resource for studio management, e.g., provided insight into technical details of each product, consulted on issues related to the engineering staff in general such as hiring, salary, promotion, and morale
(Privately Held; 51-200 employees; Computer Games industry)
1998 — 1999 (1 year )
• Promoted to lead engineer for Medal of Honor (PSX) midway through project (hired initially as graphics engineer)
• As lead, was responsible for managing team, creating and meeting the schedule, and driving the technical design. Worked with the art, design, and sound teams to insure they had maximum control over the aspects of the product under their jurisdiction
• As engineering team member, was responsible for several technical innovations in the product including an occlusion system, hierarchical animation, GTE assembly, and some C++ tool side work. Collaborated with lead tools engineer to create a message driven state machine that game designers were able to use in conjunction with a scripting system to control every aspect of game play
• Medal of Honor (PSX) is a first person shooter franchise set in World War II. Titles I have worked on in this series have received critical acclaim and sold millions of units world wide.
(Privately Held; 11-50 employees; Computer Games industry)
1996 — 1998 (2 years )
Spec. Ops. (PC) (PSX) and X-Files
• Managed team of programmers, and wrote both low and high-level code for the PlayStation and PC for Spec. Ops. and X-Files
• Spec. Ops. is a real-time 3D game that required extensive low-level optimization including innovative work using the GTE for purposes not originally intended
• X-Files is a live-action video game that makes use of the PlayStation’s asynchronous decompression and CD streaming capabilities
(Public Company; 51-200 employees; Computer Games industry)
1993 — 1994 (1 year )
Star Trek: The Next Generation (SNES, Sega Genesis)
• Completed the Super Nintendo and Sega Genesis game Star Trek: The Next Generation
(Privately Held; 11-50 employees; Computer Games industry)
1992 — 1993 (1 year )
Steven Segal: The Final Option (SNES), Tom & Jerry (SNES), The Hunt for Red October (SNES), Donkey Kong (CDI)
• Aided in game engine designs for the Super Nintendo products Steven Segal: The Final Option, Tom & Jerry, and The Hunt for Red October
• Designed and implemented the game engine for the CDI system game Donkey Kong
• Managed AI programmers and wrote tools for data-driven game design
1984 — 1990
Game credits and Reviews
www.mobygames.com/game/playstation/medal-of-honor/credits
www.gamerankings.com/itemrankings/launchreview.asp?reviewid=9434 review
www.mobygames.com/game/windows/medal-of-honor-allied-assault/credits
www.gamerankings.com/itemrankings/launchreview.asp?reviewid=63815
www.mobygames.com/game/medal-of-honor-underground/credits
www.mobygames.com/game/playstation/medal-of-honor-underground/mobyrank
www.mobygames.com/game/snes/tom-and-jerry/credits
www.mobygames.com/game/snes/tom-and-jerry/mobyrank
www.mobygames.com/game/snes/star-trek-the-next-generation-echoes-from-the-past/credits
www.gamerankings.com/itemrankings/launchreview.asp?reviewid=447351
www.playmagazine.com/index.php?fuseaction=SiteMain.showGamePage&Game_ID=554 (review)
www.planetphysx.com/weblog/archives/2007/04/cell_factor_revolution_intervi_1.html (Interview)
www.mobygames.com/game/snes/hunt-for-red-october__ (Review)