
Director at Blue Lion Software Limited
New Zealand

Director at Blue Lion Software Limited
New Zealand
I am a dedicated developer, applying my extensive experience to consistently produce elegant solutions to varied and difficult problems.
I stay on top by creating and learning new languages, techniques and platforms, and always questioning and refining existing practices and ideas. Language is the vehicle of ideas, but ideas transcend language.
That said, by understanding the pitfalls of over-engineering and by not confusing writing code with productive work, I am able to get my teams' products tested, completed and out the door on time and in budget.
Active Boost contributor, and member of ACM, SigGraph, and IGDA.
Architectural design, test-first, performance-oriented C++ and C# development. Expert with API design, multi-threaded distributed objects, AI, "glue", visualisation & shaders.
(Computer Software industry)
March 2009 — Present (9 months)
Providing software services and consulting for the games industry, racing software and productivity applications.
(Privately Held; Computer Games industry)
October 2007 — December 2008 (1 year 3 months)
Lead Developer for Shatter, an original IP based game targetted at XBLA and PSN, and released July 2009. Designed and implemented a distributed, cross-platform, automated build, test and metrics system.
(Public Company; ERTS; Computer Games industry)
April 2007 — August 2007 (5 months)
Contract. Design and implement online game server for EA Phenomic in Germany.
(Privately Held; 51-200 employees; Electrical/Electronic Manufacturing industry)
November 2006 — March 2007 (5 months)
Contract. Assisted with architecture and implementation of distributed .NET application spanning hard/firm/soft-ware for both web- and desktop-based systems creating end-to-end surveilance solutions with media streaming.
Targetted for police and public transit systems.
(Telecommunications industry)
July 2006 — November 2006 (5 months)
Contract. Developed software to enable unicast and broadcast of media (including live webcam video streaming) from PC's to mobile phones.
(Privately Held; 11-50 employees; Computer Software industry)
July 2003 — March 2006 (2 years 9 months)
Developed technology for cross-platform networking system for handheld gaming devices, including the Nokia NGAGE.
(Privately Held; 51-200 employees; Computer Software industry)
April 2003 — December 2003 (9 months)
Led a team to create a prototype MOG implementation.
(Computer Software industry)
2001 — 2002 (1 year )
Introduced and delivered a training course to teach graduates game development using C++ and DirectX.
(Computer Games industry)
1999 — 2001 (2 years )
Assisted with design and development of BigWorld MOG system.
(Computer Software industry)
1998 — 1999 (1 year )
Created 'Wartorn', a 3D RTS.
(Computer Software industry)
1996 — 1998 (2 years )
Tech lead at a self-funded start-up. We tried to make a MOG too early and failed. But at least we tried.
(Privately Held; 51-200 employees; Computer Games industry)
1992 — 1996 (4 years )
Now Melbourne House (Atari). Actually now it has been bought by Krome.
Used Assembly, C and C++ to help to create the games Bug!, Gex, Cricket'97, and The Lost Vikings.
Cert IV in Assessment and Workplace Training 2002 — 2002
Information Systems Science and Engineering 1991 — 1994
Chess, Go, MS Technologies