Programmer at United Front Games
Vancouver, Canada Area
Programmer at United Front Games
Vancouver, Canada Area
Worked in the games industry for 8 years, 11 years developing software and over 4 years as a team lead, with 12 published titles.
C/C++, GBA/DS, Brew, Lead, PC, PS2, Java
(Partnership; Computer Games industry)
September 2009 — Present (4 months)
(Privately Held; Computer Games industry)
February 2005 — September 2008 (3 years 8 months)
Lead two mid size programming teams though the full development cycle.
Skills: VC++, DS, Wii, PS2, Xbox360, Perforce, Leadership, frame work design & architecture, Tool & Pipeline/Build process development, AI, Task estimation.
Published Titles: Shadow born (Shelved at Beta, NGage), Monster Lab (DS & Wii), Diner Dash (XBLA, PS3)
Duties:
• Pre-production work, including game engine assessments & selection, game requirements, TDD construction (programming/tools/pipeline etc).
• Designed & oversaw construction on a cross platform database, tools & pipeline process.
• Team lead on the largest Nokia cell phone title ever developed, involving tamagotchi style creatures interacting with the NGage (Faking incoming text messages, Alarms & other interesting features!).
• Lead Developer duties, including working with managers & clients, accurate task estimation, assignment & follow up.
• Designed & implemented the resource pipeline & automated build process. Proactively insured smooth development with minimal broken builds.
• Designed & built an automatic testing system for QA.
(Computer Games industry)
March 2004 — December 2004 (10 months)
Designed, implemented and tested wireless cell phone games under brew & Java platforms for international markets.
Skills: VC/VC++, Java, Brew, Source Safe, Leadership, Game Design, Game Engine Design & Development, Tool Development, AI.
Published Titles: BlueStreak 2210 (Brew), Toque GT (Brew)
Duties:
• Worked on every aspect of the game development life cycle, from concept to quality assurance, including game design.
• Coordinated developers, management meetings, progress reports, staffing issues and other lead developer duties.
• Wrote very efficient, compact and fast code due to the memory constraints & speed of the hardware.
• Developed tools, including compression/archive utilities, level editors & palette managers.
• Engine design & development, including tile maps, image scaling/rotating, palette manipulation & AI techniques (A* path finding algorithm)
(Privately Held; Computer Games industry)
February 2000 — December 2003 (3 years 11 months)
Responsible for designing and programming educational children’s games, using propriety in-house and 3rd party cross platform game engines.
Skills: VC++, Java, Source Safe, PS2, GBA, Mac, Direct X, RAD Games tools (Miles, Smacker & Bink), Lithtech (3D), Renderware (3D), IET Engine Development.
Published Titles: Barney On Location (PC), Disney Trivia (PC/Mac), MatchBox – Cross Town Hero’s (GBA & PS2/PC), DragonBall Z – Collectible Card Game (GBA), Clifford – Cliffords Word Carnival (PC/Mac), Scooby Doo – Case File #2 The Scary Stone Dragon (PC), Swashbucks (Web/Online), Hooked On Phonics (PC), Veggie Island (PC).
Duties:
• Designed, implemented and tested children’s games using both 2D and 3D game engines on a variety of platforms including PC, MAC, PS2 and GBA
• Acted as the Lead Programmer on various projects while communicating and coordinating responsibilities amongst fellow developers, project managers, artists and publishers in order to ensure the timely completion of projects
• Worked in a high-stress environment involving tight deadlines for well-known companies such as Hasbro, Nickelodeon, Nintendo and Walt Disney Interactive
• Prepared and tested solutions to localisation issues, such as multi-byte languages, in order to provide easy and efficient after-release localisation
• Created a traffic control system for a GTA 3 style game (MatchBox – Cross Town Hero’s), including NPC AI, intersections, spawning etc.
Programming in Microsoft C++ 1995 — 1995
BSc , Computer Science , 1992 — 1995