
Freelance Video Game Programmer
Croydon, United Kingdom

Freelance Video Game Programmer
Croydon, United Kingdom
Profile: Professional video game programmer since 1996. I became a contractor in 2005 and now work through my own company, Powered Up Games Limited.
Hardware: DS, Xbox, PS2, Gizmondo, GameCube, PC, PSX, N64, Dreamcast
Languages: C++, C, VU programming on PS2, generic scripting, Lua, MaxScript, Java, Assembler
Development Software: Visual Studio, .NET, SourceSafe, Perforce, GCC, CVS, Subversion
Libraries: STL, DirectX, Alchemy, Renderware, OpenGL ES, fmod, MFC
Design methods: design patterns, programming by intent, TDD, UML
Coding practices: refactoring, unit testing, DBC, pair programming
Engine work, porting, optimisation, and process improvement.
(Computer Games industry)
September 2008 — Present (11 months)
new download title on PS3 for PSN
(Privately Held; Myself Only; Computer Games industry)
July 2005 — Present (4 years 1 month)
Powered Up Games offers video game programming services.
(Computer Games industry)
March 2008 — September 2008 (7 months)
Wonder World on Wii and Agent Hugo Hula Holiday on Wii, PS2, and PC
(Privately Held; 11-50 employees; Computer Games industry)
January 2008 — March 2008 (3 months)
game programming for Matchday Poker
(Privately Held; 11-50 employees; Computer Games industry)
January 2007 — October 2007 (10 months)
Cross platform engine development for Wii and DS
(Privately Held; 11-50 employees; Computer Games industry)
March 2006 — October 2006 (8 months)
Xiaolin Showdown on Nintendo DS
* resource management including VRAM layout
* 3D projection
* mixing 2D and 3D systems with a depth buffer
* high level audio interface to Logik State middleware
* 2D collision map
* bitmap processing tools in Lua
* tri-stripping tools in Lua and C++
* file-handling
* performance optimisation tools
* memory usage reporting
* memory fragmentation and leak detection tools
* extending the scripting system with Lua callbacks
* 4 mini games
* defect analysis, reporting, and fixing
* makefile build process
* Subversion branch management
(Privately Held; 51-200 employees; Computer Games industry)
January 2006 — February 2006 (2 months)
The Movies to PS2. This project was cancelled in February.
* Renderware DMA packet generation and compression
* Renderware VU decompression
* distributed asset building on PS2 workstations
* memory usage reporting
* compiler version control via Perforce
(Privately Held; 11-50 employees; Computer Games industry)
August 2005 — October 2005 (3 months)
Conflict Vietnam on Gizmondo
* additional AI and animations
* HUD elements
* particle effect optimisation
* cut scene scripting
* OpenGL ES optimisation
* fmod audio maintenance
(Privately Held; 51-200 employees; Computer Games industry)
January 2005 — July 2005 (7 months)
Just Cause PS2: contracted to get to alpha
* defect analysis over PC, Xbox, and PS2
* PS2 shadows and bird rendering effects
* PS2 Bink movie player integration
* PS2 memory optimisation
* PS2 performance optimisation with PA
* PS2 DMA chain management
* PS2 Scons and makefile build tools
* PS2 Perforce build branch and build machine
(Privately Held; 11-50 employees; Computer Games industry)
December 1999 — July 2004 (4 years 8 months)
Video game programmer
* Vietcong: Purple Haze PS2
* I-Ninja GC
* BIONICLE GC
* ArmyMen: RTS GC
* ZooCube GC
* European Super League PSX, DC, and PC
(Public Company; 51-200 employees; AKLM; Computer Games industry)
December 1998 — December 1999 (1 year 1 month)
Video game programmer
* Armorines: Project SWARM N64
* Re-Volt (tools) PC, PSX, N64, DC
* Forsaken (tools) PC, PSX, N64
(Privately Held; 51-200 employees; AKLM; Computer Games industry)
March 1996 — December 1998 (2 years 10 months)
Tools and video game programmer
English, Mathematics, Computer Science, Technology 1986 — 1988
computer programming, video games