
Tyrannical Pipsqueak
San Francisco Bay Area

Tyrannical Pipsqueak
San Francisco Bay Area
Wanted to be an architect, somehow moved in to bridge design, fell in love with computer graphics, learned how to think and code at Cornell, moved to Vancouver for my first startup (and did everything wrong), lured to "Mecca" (Silicon Valley) and worked at SGI for eight years, (still bleed purple), left for the Internet revolution, started a few companies, joined ONElist/eGroups, drank Y! kool-aid, left soon after, started Plaxo, worked for seven years, and finally back to what I truly love: computer graphics, communities, and games.
online games, consumer internet, viral mechanics, online community, sw/internet eng/prod, 3D and digital media, UI, UE, U*, agile dev, union negotiating, cat herding, and goat rodeos...
(Public Company; Internet industry)
March 2002 — May 2007 (5 years 3 months)
Contact/calendar network service -- updates and connects your address book with others (Outlook, Outlook Express, web), mobile stuff, calendaring too...
(Public Company; 1001-5000 employees; YHOO; Internet industry)
September 2000 — March 2001 (7 months)
Yahoo! Music for a very short time... I had the bad luck of working at Y! during it's worst 6 months...
(Privately Held; 51-200 employees; Internet industry)
September 1999 — September 2000 (1 year 1 month)
Led eng team and prod dev during merger of the two companies, had a great time with a great group of people, acquired by Yahoo! and became Yahoo! Groups...
(Internet industry)
1999 — 2000 (1 year )
(Public Company; 5001-10,000 employees; SGI; Computer Hardware industry)
May 1989 — September 1998 (9 years 5 months)
Various 3D graphics projects: inventor toolkit, VRML, Cosmo, and various other 3D projects -- returned in 1998 to help sell off cosmo.
(Internet industry)
1984 — 1989 (5 years )
MS , CS , 1982 — 1984
Don Greenberg's lab
Master's on texture mapping for ray tracing
BS Eng , Structural engineering , 1974 — 1981
Started MS and quit during last semester to go to Cornell
BS , 1974 — 1976
consumer internet, social networking, new models for games & entertainment, user experience, visual design, snowboarding, sea kayaking, body boarding, golf