
Tools Programmer at Kaos Studios
Greater New York City Area

Tools Programmer at Kaos Studios
Greater New York City Area
tools development, scripting, website development, managing build pipelines, C#, Python, Ruby, C++
(Public Company; 51-200 employees; THQI; Computer Games industry)
July 2007 — Present (2 years 1 month)
Control the build process from asset source control all the way to delivering multi-SKU, multi-branch builds. I have worked on fully automating our build system as well as decreasing the total time it takes for us to create builds from scratch.
My main function is to identify bottlenecks in our process, automate wherever possible, manage data storage, and handle deployment to engineers/QA/artists/designers. My aim is to write tools that allow engineers/QA/artists/designers to play nicely with each other.
I will be creating custom tools for use with the Unreal Engine on our next project as well as optimizing our current networking bottlenecks.
(Non-Profit; Computer Games industry)
November 2006 — February 2009 (2 years 4 months)
- Lead an international group aimed at advancing tools development for games.
- Manage an email list, forum, blog, and wiki in order to keep members communicating effectively
(View www.igda.org/tools for detailed information on SIG)
(Public Company; 51-200 employees; ATVI; Computer Games industry)
January 2006 — July 2007 (1 year 7 months)
- Meet with other developers to determine what their development needs will be over the coming weeks, and create software that will help them save tens or hundreds of hours
- Write data-driven, cross-platform tools for designers, programmers, and artists that helps manage the vast amount of game data (xml files, texture files, other art assets) as well as ensure that invalid data does not get added to the pipeline
- Create art asset editors that allow artists to iterate on a task quickly, seeing the results of the their changes as they would look in-game.
- Managed software that reported the status of all builds through instant messenger and a desktop widget.
2001 — 2005
Tech related: tools for game development, game industry activism, scripting languages, graphics algorithms, gaming, computer science, ARGs, Personal: Cuban culture, the chocolate industry, reading, knitting, yoga, running, WoW, Perplex City.
IGDA, WIGI, ACM, Child's Play