
Instigator
San Francisco Bay Area

Instigator
San Francisco Bay Area
25 years in software. Ranging from early console video game systems, to graphics, and audio. Currently working starting a new studio to build games for mobile devices. See my portfolio for more details.
Embedded audio software. Small scale interactive games. Integration of music into consumer products, IP rights around codecs. Media technologies.
(Privately Held; Entertainment industry)
October 2007 — Present (2 years 2 months)
(Public Company; 10,001 or more employees; aapl; Consumer Electronics industry)
July 2007 — September 2007 (3 months)
Consulting on various audio technologies.
(Wireless industry)
August 2006 — July 2007 (1 year )
Contributed to the media architecture to support video.
(Wireless industry)
March 2005 — August 2006 (1 year 6 months)
Managed a team of 4, plus one outside contractor to develop 5 games in one year for the newly created Danger Catalog.
(Wireless industry)
July 2001 — June 2005 (4 years )
Designed the 1.0 - 3.0 audio architecture for the Danger OS. Mentored 2 replacements.
(Privately Held; 51-200 employees; Computer Software industry)
October 1996 — June 2001 (4 years 9 months)
Designed the Beatnik Audio Engine architecture, managed a small team, and oversaw the deployment of this technology into web browsers, JavaSound, embedded devices, and mobile phones. Over 200 million copies deployed worldwide.
(Computer Software industry)
October 1995 — October 1996 (1 year 1 month)
Designed the SoundMusicSys architecture with Jim Nitchals, and was the first to deploy a MIDI synthesizer that didn't use dedicated hardware. Was bought by Beatnik, Inc to bring it to a wider audience.
(Privately Held; 11-50 employees; Computer Software industry)
January 1987 — August 1987 (8 months)
Graphics sub system engineer.
(Privately Held; 201-500 employees; Computer Software industry)
January 1986 — January 1987 (1 year 1 month)
Did a complete redesign of Fantavision for the Amiga.
(Privately Held; 51-200 employees; Computer Software industry)
March 1982 — August 1985 (3 years 6 months)
Design, coded software titles: Slime, Fort Apocalypse, Dimension X, Mindwheel, SynAssembler, music tools, copy protection.
(Privately Held; 1-10 employees; Computer Software industry)
May 1981 — February 1982 (10 months)
Reverse engineered the Atari 2600, wrote one of the launch titles, Suicide Mission for the Starpath Supercharger.
All done in 6502 assembly.
Computer Science 1979 — 1981
I started in my junior year of high school.
international travel, software engineering, biking, game theory, people, creative process, music, politik, and oranges. :)