
Technical Director and Technical Producer
Greater Los Angeles Area

Technical Director and Technical Producer
Greater Los Angeles Area
- I've been in the games industry for over 18 years.
- I have worked on over 20 published titles.
- I have architected and written 7 published game engines.
Execution: I have the focus, ability, resourcefulness and conviction to go from an idea to completion.
My main area of expertise has been directing game-engine systems architecture as well as project management. I also have directed many games creatively that I have done over the years.
I also am very creative and have designed games and their game play aspects. I know how to work with a team of talented individuals and to recognize and leverage their skills in a productive manner.
I also have a high ability to assess what a project needs to move forward smoothly with all departments from tech, to design to art working together.
I have contributed a great deal creatively to many of my games - from game concept, to design ideas, to even story-boarding cinematics.
I not only have the ability to take a project from nothing to completion, but I also have excellent communication skills which allow me to make sure all departments are working together in a cohesive manner.
Systems architecture, game engines, production pipeline design, tool design.
Platforms: Win32, PS2, Nintendo DS, Xbox, Xbox360, Nintendo Wii, Playstation 3
Languages: 386 assembly, C, C++, some C#, PHP, MySQL, HTML
MiddleWare: RenderWare, FMOD, SpeedTree
Development Applications/Tools:
MASM, Visual Studio 6, 2003, 2005, CodeWarrior, Perforce, Dreamweaver CS3, phpDesigner2008, MS Project, MS Excel
(Computer Software industry)
July 2006 — Present (3 years 6 months)
Currently researching online entertainment/social community platforms.
(Privately Held; 51-200 employees; Computer Games industry)
July 2006 — July 2008 (2 years 1 month)
In two short years, I delivered the integration of two middleware solutions into existing architecture and architected and led the effort of two new game engines for the company. I did this all as being a part-time contractor.
My most recent effort was the technical direction of the Studio's Next-Gen game architecture. Duties include managing engineers, scheduling, and designing the architectural direction and technology for the company's future game titles.
Prior work at 7:
Re-architected the sound engine for the company's main game engine using FMOD. Made the code-base much more cross-platform friendly, structured and clean.
Wrote the core architecture for an entirely new game engine for the Nintendo DS that was written for portability to other platforms. Set up main core architecture, routines, memory manager, game object and behavior systems.
(Public Company; 1001-5000 employees; Computer Games industry)
April 2004 — October 2004 (7 months)
Was a senior engineer on Lord of the Rings: Battle For Middle Earth RTS for PC.
I re-wrote the "Living World" interface system for the game as well as worked on other aspects from unit behaviors to load/save functionality.
(Public Company; 11-50 employees; Computer Games industry)
February 2003 — July 2003 (6 months)
I was helping out on a third-person flying shooter similar to Nintendo's StarFox. I worked on both input controls, combo-moves, as well as camera code.
(Privately Held; 51-200 employees; Computer Games industry)
February 1995 — February 2002 (7 years 1 month)
I was lead programmer on three titles. F22 Lightning II, F22 Raptor, and Tachyon: The Fringe.
I was in charge of creating, programming and producing the games, tools, and technologies.
I also created most of the in-house technology and tools that would be in use during my stay at Novalogic.
I also pioneered Novalogic's massive-mutliplayer technology that is still used in their games today. This technology also sparked the creation of NovaWorld, Novalogic's online multiplayer community service.
(Public Company; 51-200 employees; Computer Games industry)
February 1992 — January 1995 (3 years )
I was lead programmer on two titles: Lee Ame's Draw-50 as well as Zelda's Adventure for CD-Interactive.
I also was technical director on many other titles. I pioneered many tools and technologies used by the company. I was in charge of most of the core architecture for most the PC titles created by Viridis.
Aviation (I'm a private pilot). Movies.
F22 Lightning II won the award for Best Graphics of the Year in 1996 by Computer Games Strategy Plus Magazine.
F22 Lightning II was also the #1 game in North America for October, 1996 and would go on to be the 4th top selling game of 1996.