
Sr. Game Engineer at Secret Level
San Francisco Bay Area

Sr. Game Engineer at Secret Level
San Francisco Bay Area
20 years professional engineering experience in several fields including computer games, scientific imaging, video manipulation & post production, image processing
Expert in C, C++, Lua, Win32, next-gen console, Unix, embedded environments.
Shipped titles on PC, PSP, PS3, Wii, experience with XBox 360 dev env
Located in San Rafael, Marin County, CA
Game systems & tools, level-specific coding, networking, build & delivery systems, scripting languages such as Lua (internals & usage), 2D & 3D graphics, audio
(Privately Held; Computer Games industry)
September 2009 — Present (3 months)
Game programming generalist
(Public Company; ERTS; Computer Games industry)
March 2009 — September 2009 (7 months)
Generalist game engineer for Maxis/EA
Quickly assimilated large body of proprietary systems for general game infrastructure, UI and project-specific subsystems.
Worked on Spore Creature Keeper (GM reached, ship date pending) general systems, game flow, UI, client/server communications, asset hookup. Saved production team many hours of manual work with one-off utility scripts. Coordinated with art dept. on addition of new assets to game.
(Privately Held; 11-50 employees; Computer Games industry)
January 2007 — November 2008 (1 year 11 months)
Senior PC and Console Game Programmer
Worked on custom Vicious Engine modifications and game levels on Alien Syndrome for PSP and Wii. Vicious Engine modifications included Wii-specific VRAM management modifications.
Current project: Custom 2D casual engine with Lua scripting hooks for PC casual learning game.
(Privately Held; 51-200 employees; Computer Games industry)
January 2006 — January 2007 (1 year 1 month)
* 5 month overlap was employer-approved work on non-competing project through Mind Control spin-off ICPU.
Shipped PSP title Death Jr. 2, Worked on internal engine technologies such as proprietary scripting language and FSM engine. Did coding required to implement specific game weapons and objects from behaviors to graphics. Did boss-level special coding, graphics features such as a ground-hugging animated reticle as well as custom art & designer tools.
Did extensive network coding for a PS3 arcade pack project.
(Privately Held; 11-50 employees; Computer Games industry)
May 2005 — May 2006 (1 year 1 month)
Worked on 2D casual games for PC using proprietary Orbital Engine and 3rd party technologies. Worked on technology internals of Orbital Engine - data formats, particle system, rendering.
Worked with Sony Computer Entertainment through contract with Mind Control Software on Field Commander PSP title. Game internals + tools optimizations.
(Computer Software industry)
February 2002 — May 2005 (3 years 4 months)
Business software architecture and implementation. Most work was in Java. Extensive work with XML and DOM as well as SOAP and DHTML.
(Biotechnology industry)
November 1998 — February 2002 (3 years 4 months)
Extensive work on 3D volumetric rendering, 2D image manipulation and enhancement, 3D volumetric statistics algorithms. Custom Win32 interface widgets, controls and design. Massive volumetric dataset manipulation tools. Designed and evolved volumetric and time-varying volumetric dataset format.
Co-inventor on U.S. Patent 6,295,451 covering the simulated staining of digitized microscopic images.
(Privately Held; 51-200 employees; Computer Software industry)
February 1998 — November 1998 (10 months)
Developed and modified portions of Light Source's Colorshop 2.5 (Win32) product. This work was especially challenging due to the size (>250,000 lines) and legacy nature of the body of code. Gained valuable exposure to color science theory.
(Broadcast Media industry)
January 1995 — January 1998 (3 years 1 month)
Developed and modified software subsystems for the Texus live broadcast digital character generator. Designed and implemented a macro scripting language for the Texus. Implemented and managed a nightly build system for the team. Developed a Texus emulator (starting from SunOS emulation code) with Visual C++ for the PC using MFC and GDI.
(Public Company; 201-500 employees; THDO; Computer Games industry)
June 1994 — December 1994 (7 months)
Authored utility software and example code for developers on the 3DO platform. Answered involved and sometimes bizarre technical questions for developers in addition to providing creative solutions for the unique needs of their real-time titles. Helped form and manage a multi-department group for the revision, quality control, and management of a large body of example code.
(Computer Software industry)
May 1993 — June 1994 (1 year 2 months)
Developed device drivers for several types of video hardware and file filters for a variety of image formats. Wrote a high-quality, high-performance resampling library. Developed a licensing encryption library. Designed and implemented a license-permitted add-on package installation tool in Motif. Debugged and modified a large variety of modules in a sophisticated, high-end post-production system built on a variety of proprietary technology libraries.
(Broadcast Media industry)
May 1992 — May 1993 (1 year 1 month)
Wrote a custom LISP interpreter that was used for image processing and application prototyping. Designed and implemented a low level image processing scripting language that executed single frame output image effects. Designed and implemented a high level video segment processing language that compiled to the low-level frame language. Did the majority of the development for a non-linear editing and post-production system.
(Public Company; 1001-5000 employees; SGI; Computer Hardware industry)
November 1990 — April 1992 (1 year 6 months)
Designed and implemented GUI-based productivity tools for managing a developer support porting lab. Wrote a color date book for the then-new Iris Indigo. Worked extensively on a prototype of Irix Voicemail. Administered a lab of machines ranging from entry level systems to project supercomputers.
(Privately Held; 11-50 employees; Computer Software industry)
December 1988 — September 1990 (1 year 10 months)
Wrote data access & processing utilities in C and Bourne Shell. Wrote productivity tools for salespeople in C, Bourne Shell, AWK, and EMACS Lisp. Administered a heterogeneous network of Unix machines. Wrote a custom Lisp interpreter as a tool for writing powerful database scripts.
Computer Science 1988 — 1990
Tennis, dogs & cats - critters in general, learning about other peoples' specializations (biosciences, aeronautics, history, what have you), actually playing computer games
Marin Humane Society Volunteer
Recruited by UC Berkeley as Regents' Scholar
Academic All-American
Academic Decathlete