Senior Community Systems Developer at Disney Interactive Media Group (linked dot chris at shrigley dot com)
Greater Los Angeles Area
Senior Community Systems Developer at Disney Interactive Media Group (linked dot chris at shrigley dot com)
Greater Los Angeles Area
More than 24 years experience in programming and developing games and related software. Developed more than 45 commercially published games on numerous platforms, over many genres, in many languages.
Strong project lead and project management skills. Broad, deep experience and understanding of the game development process, including design, pre-production, production, project management, engineering and QA. Flexible, adaptive engineer. A fast study. Highly motivated, self starter. Creative thinker and problem solver. Strong 3D skills. A generalist, with a preference for gameplay mechanics and AI. Fluent in lots of high and low level programming languages.
(Computer Games industry)
July 2008 — Present (1 year 6 months)
Working on MMOG systems, protocols and architecture. Identifying, developing and deploying community-centric systems across the Walt Disney Company.
(Internet industry)
January 2008 — Present (2 years )
Custom web applications and database design.
(Privately Held; Myself Only; Computer Games industry)
1997 — Present (12 years )
Video game consultant and software developer. Internet consultant and Web developer.
• Produced, Designed and Programmed "Mythic Mahjong" for Windows / DirectX. Released through Oberon Media.
• Programmer on 'Bratz: Math in The Mall' PnP TV game, on the SunPlus (SPG, SPG288) platform. Programmed game engine / framework, and game content.
• Produced, Designed and Programmed "Choo Choo Challenge" for Windows / DirectX, distributed by Oberon Media.
• On-going development and maintenance of "The Atomic Engine". A 2D / 3D game engine and tools suite, for Windows / DirectX.
• Webmaster / Designer / Programmer for many websites.
• Back-end server application design and programming.
• Programmed NHL ’98 for Sega Genesis for Eclipse / Electronic Arts.
(Computer Games industry)
2009 — 2009 (less than a year)
indievision acts as an international voice for the small developer – we are here to help promote the interests of indie development studios, and to provide information, advice & contacts essential for running a successful studio.
(Public Company; 1001-5000 employees; THQI; Computer Games industry)
November 1998 — July 2008 (9 years 9 months)
• Worked on core systems as lead AI systems architect.
• Programmer on Stuntman 2 on PS3.
• Programmer on Tetris Evolution on Xbox 360 for THQ.
• Programmer on Full Spectrum Warrior 2: Ten Hammers on PS2 for THQ.
• Programmer on Full Spectrum Warrior on PS2 for THQ.
• Programmer on Metal Arms on PS2 for Sierra / Vivendi Universal.
• Programmer on Shrek Super Party on PS2 / Xbox / GCN for TDK.
• Programmer on The Lost Vikings (GBA), Rock n' Roll Racing (GBA) and Blackthorne (GBA) for Blizzard Entertainment.
• Programmer on Pac-Man Fever on PS2 / GCN for Namco.
• Technical Lead (US) Simpsons Skateboarding on PS2 for FOX Television.
• Programmer on Bass Masters 2000 on N64 for THQ.
• Programmer on DS9: Dominion Wars for Windows / Gamespy for Simon and Schuster / Paramount.
• Mentoring and training of Junior programmers.
(Computer Games industry)
1997 — 1998 (1 year )
• Lead programmer on Jimmy Johnsons VR Football for PC (Unreleased).
• Support programmer on Jimmy Johnsons VR Football for Sony Playstation.
(Public Company; Computer Games industry)
1994 — 1997 (3 years )
• Programmer on Toy Story Video Game on Windows 3.x / 95.
• Lead Programmer for Gargoyles on Sega Genesis.
• Technical lead / support for several internal and external projects.
(Computer Games industry)
1993 — 1994 (1 year )
• Programmer on Batman Returns for Sega CD.
(Computer Games industry)
1991 — 1993 (2 years )
• Programmed Cliffhanger for Sega Genesis / Sega CD.
• Programmed Ex-Mutants for Sega Genesis.
(Computer Games industry)
1989 — 1991 (2 years )
• Co-founder of the company.
• Programmed James Bond Jr. on NES.
• Designed Magician on NES.
• Developed the STaNley tools suite.
(Computer Games industry)
1988 — 1989 (1 year )
• Founding employee of the company.
• Programmed a bunch of Commodore 64 games.
(Computer Games industry)
1986 — 1988 (2 years )
• Programmed a bunch of Commodore 64, Sinclair Spectrum, MSX and Atari games.
(Privately Held; 1-10 employees; Computer Games industry)
1983 — 1985 (2 years )
• Programmed several text based adventure / interactive fiction games for Commodore 64.
Member of IGDA, Technology Chair for the Los Angeles Chapter of The Foundation Fighting Blindness (Blindness.org)., The Chaos Engine - Games Industry Forum