Executive Producer at Midway Studios, LA
Greater San Diego Area
Executive Producer at Midway Studios, LA
Greater San Diego Area
Technical Direction of video game projects. I can give technical direction on-site or afar. I generally handle about six plus projects at any time.
I can also work through Retained Software agreements, help create milestone definitions and back stop producers.
Team Leadership
Technical knowledge
Video Game Production
(Public Company; 1001-5000 employees; MWY; Computer Games industry)
August 2007 — Present (2 years 5 months)
(Public Company; 501-1000 employees; MWY; Computer Games industry)
November 2006 — August 2007 (10 months)
Within a large company there are a lot of challenges, one of which is to efficiently creating a uniform development effort between all the studios so that we can more efficiently make games with greater depth, visual fidelity and overall game quality. I help to make this possible by working with each studio to ensure that this takes place smoothly and cost-effectively.
(Public Company; 501-1000 employees; MWY; Computer Games industry)
September 2004 — November 2006 (2 years 3 months)
Technical direction for a variety of video game projects. I gave direction on-site but mostly to externally contracted studios. Generally handling about six plus projects at any time. I also worked through Retained Software agreements, helped create milestone definitions and back stop producers.
Happy Feet (PS2, GameCube, Wii, PC, DS, GBA)
The Ant Bully (PS2, GameCube, Wii, PC, GBA)
Ultimate Mortal Kombat 3 (XBOX360 Arcade)
Ed, Edd and Eddy (PS2, GameCude, XBOX, PC, GBA)
Area 51 (PS2, XBOX, PC)
Grim Adventures of Billy and Mandy (PS2, GameCube, Wii, GBA)
Rampage (PS2, GameCube, Wii)
Gauntlet Seven Sorrows (PS2, XBOX)
Spyhunter 3 (PS2, XBOX)
Midway Arcade Treasures 3 (PS2, GameCube, XBOX)
(Public Company; 11-50 employees; Computer Games industry)
March 2003 — September 2004 (1 year 7 months)
Technical direction of a variety of video game projects. I gave direction on-site or afar.
LA Rush (PS2, XBOX, PC)
NARC (PS2, XBOX)
Freestyle Metal X (PS2, GameCube, XBOX)
(Public Company; 501-1000 employees; Computer Games industry)
2000 — March 2003 (3 years )
Started at Acclaim as one of the principle programmers on RC Revenge Pro where I proved myself at low level programming. After that I became the engine programmer for a number of titles. I was the lead programmer for Extreme-G 3 and XGRA and also spent a number of months doing Technical Direction for the studio.
Crazy Taxi (PS2, GameCube)
Shadowman 2: Second Coming (PS2)
18 Wheeler (PS2, GameCube)
Paris Dakkar 2 (PS2, GameCube, XBOX)
XGRA (PS2, GameCube, XBOX)
Extreme-G 3 (PS2, GameCube)
RC Revenge Pro (PS2)
(Privately Held; 11-50 employees; Computer Hardware industry)
1998 — 2000 (2 years )
I spent my time programming PC user interfaces and tools for the games peripherals.
Programming, digital photography, international travel, body boarding, reading novels, writing, watching movies.