
Game Director, Unknown Worlds Entertainment
San Francisco Bay Area

Game Director, Unknown Worlds Entertainment
San Francisco Bay Area
My goal is simple but not easy: to unite the world through play. I believe online games are currently the best way to do this.
We're a small-but-red-hot 4-person company in downtown San Francisco. We just received our Series A round and are hard at work on our third game - Natural Selection 2 (http://www.unknownworlds.com/ns2).
Game programming, game design, first-person shooters, real-time strategy games
(Privately Held; 1-10 employees; Computer Games industry)
January 2004 — Present (4 years 7 months)
Founder of a small game company in San Francisco, CA. We've created the following games and products:
Natural Selection 2 - In development
http://www.unknownworlds.com/ns2
Decoda - Lua debugger
http://www.unknownworlds.com/decoda
Zen of Sudoku - Perfect Sudoku
http://www.unknownworlds.com/zen
Natural Selection - The ultimate "marines vs. aliens" experience
http://www.unknownworlds.com/ns
Please contact me if you want to help us unite the (un)known world.
(Non-Profit; 1-10 employees; Computer Games industry)
March 2001 — September 2006 (5 years 7 months)
Programmer, designer and team leader for Natural Selection (real-time strategy, first-person shooter, PC, 20,000+ players daily, C++).
Completely designed and programmed game. Formed team of ten and directed all aspects of production including art design, sound design, level design, vision communication, game world creation, website, public relations, QA and community development. Ongoing work in balance, accessibility and tournament play.
(Privately Held; 11-50 employees; Computer Games industry)
December 1999 — March 2001 (1 year 4 months)
Game programmer for Empire Earth (real-time strategy, PC, C++). Single and multiplayer save/load, calamity system, area effect system, campaign builder, civilization builder, UI and additional graphics work.
(Privately Held; 1-10 employees; Computer Games industry)
October 1997 — August 1999 (1 year 11 months)
Game programmer for MindRover (strategy, PC, C++).
Visual programming UI, native bindings for scripting language and API design, weapon system, sound layer, input layer and game design contributions. Vehicle physics and graphics in OpenGL.
(Privately Held; 11-50 employees; Computer Games industry)
June 1997 — September 1997 (4 months)
Game tools programmer for Grand Prix Legends (sim, PC, C).
(Public Company; Computer Games industry)
1995 — 1995 (less than a year)
B.S., Computer Engineering, 1991 — 1996
Minor in Artificial Intelligence, 1 year co-op at IBM in Research Triangle Park
Cooking (Indian, Chinese, Thai, Japanese, Italian), wine, conversation, film, sci-fi, heavy metal and most other music, design of all kinds, hiking
Lulu's parties