
Software Engineer, Entrepreneur
Gainesville, Florida Area

Software Engineer, Entrepreneur
Gainesville, Florida Area
Founder of Artificial Studios, and developer of Reality Engine / Cell Factor Technology, purchased by Epic Games. Moved to USA to advance Epic's UnrealEngine3 technology. Started consulting firm in San Francisco. Took Technical Director Role on UE3 title of "nostalgic significance" in FL.
Putting together unannounced startup focused on key converging platforms and markets within games and entertainment industry.
I love business, and I love technology.
Software Developer, Executive Manager, Technical Director, Start-up founder and CEO.
(Privately Held; 51-200 employees; Computer Games industry)
December 2007 — July 2008 (8 months)
Technical Director at Flagship US studio.
Achievements:
* Defined budget and resource needs for full production
* Defined the technological strategy with the Art, Design, and Level departments: including pipeline, tools, and key development procedures.
* Established standards and procedures to track and measure projects progression.
* Built development team, identifying strengths, problem areas, and developing plans for improving performance.
* Scouted for and evaluated new technology and tools as opportunities for innovation
* During pre-production oversaw technical plans for correctness and timeliness.
* Provided input to the other departments on the practicality of initial design goals and impact to the overall project timeline.
* Identified weak software systems that needed code improvement and scheduled corrective action, when possible.
Links:
http://tinyurl.com/gamasutra-ignition-ue3
http://www.ignitionflorida.com
(Privately Held; 1-10 employees; Investment Management industry)
November 2006 — February 2008 (1 year 4 months)
Small entrepenurial and investment company researching technology trends and opportunities. Branced into nightlife promotion and real estatate investment in the San Francisco area.
(Privately Held; Computer Games industry)
March 2005 — April 2006 (1 year 2 months)
* Charged with high end rendering technology and engine architecture.
* Suggested and introduced Motion Blur Effect, Post Process System.
* Communicated with artists to identify areas of frustration and lost productivity, taking personal initiative to correct. e.g. symbol server system for debugging neglected editor crashes; automated UV unwrapping process; proposed content pipeline improvements;
* Supported licensees, creating "example" projects and framework
* Worked with the internal development teams for Gears of War and UT.
* Completely restructured and broadened our licensee support platform, UDN.
(Computer Software industry)
January 2005 — May 2005 (5 months)
Game developer, using Reality Engine.
(Privately Held; 11-50 employees; Computer Games industry)
2002 — May 2005 (3 years )
http://www.artificialstudios.com
* Co-Founded with friend. I wanted to build technology. He wanted to build games. Perfect!
* Managed infrastructure and development pipeline of a distributed team
* Understood and addressed what it took to "sell" a product (support, architecture, visual impression, artist-friendly toolsets, generational technology considerations, face to face sales).
* Chief Architect of "Reality Engine" technology competitor to UE3.
* Engine has been used in shipped games on PC, Nintendo DS, Xbox. Also flagshipped Ageia's PhysX demos (CellFactor). Used by various academic and military institutions around the world.
* Purchased by Epic Games in 2005, who also hired me
* Deal included UE3 license, supporting studio after my departure for the development of the shipped title Monster Madness.
(Computer Software industry)
1998 — 2000 (2 years )
BSc , Information Tech & Computing , 1998 — 2001
Graduated First Class with Honours.
incubation projects, partnerships, new ventures, fishing, snowboarding ;-)