
Performance Coach at The Game of Self
San Francisco Bay Area

Performance Coach at The Game of Self
San Francisco Bay Area
I have many years of experience in building communities online.
I also have a broad technical background; client, server, windows, linux, and firmware/hardware.
I consider myself a tool maker, a capable leader, and a strong proponent of agile processes.
technical director
engineering management
game developer
coach
(Health, Wellness and Fitness industry)
June 2009 — Present (7 months)
I am a hypnotic coach specialized in improving performance.
I teach high achievers how to be more relaxed, focused, confident and motivated.
My years of experience as a leader, coach, martial artist and hypnotist have made me a powerful force for positive change.
Lets discuss what I can do for you! We can schedule a free 30 minute phone consultation where explore improving *your* game...
(Public Company; EID; Computer Games industry)
May 2008 — June 2009 (1 year 2 months)
Evangelize and Support Shared Technology use by multiple EIDOS studios
(Computer Games industry)
January 2008 — July 2008 (7 months)
Technology leadership for an online game startup.
(Privately Held; 51-200 employees; Computer Games industry)
November 2005 — January 2008 (2 years 3 months)
General game development and debugging. Wrote and extended Artists tools (Max and Maya). Assisted with general programming and debugging on sound, graphics and AI. Extended and debugged various proprietary tools, installers and build environments. Worked on PC, ps2, ps3 and xbox360 versions.
(Privately Held; 11-50 employees; Computer Games industry)
April 2004 — November 2005 (1 year 8 months)
I led an 8 man start-up team in building a new game engine and tool set customized for Social Strategy games. We made monthly milestones for Atari while supporting a creative team in New York. Acted as Coach and Project Manager while contributing to game AI and Tools.
(Public Company; 51-200 employees; Computer Games industry)
May 2002 — May 2003 (1 year 1 month)
Game Networking middleware development. Ongoing support for Sega online games.
(Public Company; 5001-10,000 employees; ERTS; Computer Games industry)
April 1999 — October 2001 (2 years 7 months)
I managed several teams of engineers responsible for the development of scoring, rating, tournament, authentication and patching services for a wide variety of online computer games.
(Privately Held; 51-200 employees; Computer Games industry)
March 1996 — March 1999 (3 years 1 month)
I integrated a variety of multi-player games into the service. This required adding our libraries to each game, extending the TEN Windows MFC client, and customizing backend scoring and matchmaking systems. Games integrated include Quake, Quake II, Shadow Warrior, Blood, Total Annihilation, Myth, Magic the Gathering, Wulfram and Confirmed Kill.
(Public Company; 10,001 or more employees; Computer Games industry)
1993 — 1996 (3 years )
Provided technical direction for the development of "WorldsAway", a groundbreaking graphical online virtual community created for CompuServe.
I was responsible for overall requirements, architecture, development process and code reviews.
I personally developed a multithreaded version of TCL that supported semaphores and context switching. This language provided client (cross platform) behaviors that drove all user interaction.
(Privately Held; 1-10 employees; Computer Software industry)
1991 — 1993 (2 years )
(Computer Games industry)
1988 — 1991 (3 years )
Master Practitioner , Neurolinguistic Programming , 2008 — 2009
BSCS , Computer Science , 1989 — 2000
Amateur Radio (WB4RNW), Martial Arts, Go, Agile Software Development, Games, NLP, Hypnosis
IEEE, GDC, IGDA