Steve Rabin

Steve Rabin

Principal Software Engineer at Nintendo of America

Greater Seattle Area

Current
Past
Education
  • University of Washington
  • University of Washington
Connections
315 connections
Industry
Computer Software
Websites

Steve Rabin’s Summary

Steve is a Principal Software Engineer at Nintendo of America, where he researches new techniques for Nintendo’s next generation systems, develops tools, and supports Nintendo developers. Before Nintendo, Steve worked primarily as an AI engineer at several Seattle start-ups including Gas Powered Games, WizBang Software Productions, and Surreal Software. He managed and edited the AI Game Programming Wisdom series of books, the book Introduction to Game Development, and has over a dozen articles published in the Game Programming Gems series. He’s spoken at the Game Developers Conference and has moderated the AI roundtables. He was an invited speaker at AIIDE 2008 and is currently organizing the two-day AI Summit at GDC 2009. Steve teaches artificial intelligence at both the University of Washington Extension and at the DigiPen Institute of Technology. He earned a B.S. in Computer Engineering and a M.S. in Computer Science, both from the University of Washington. Finally, Steve maintains a Website that catalogs over 1000 game development articles at www.introgamedev.com.

Steve Rabin’s Specialties:

Artificial Intelligence, Wii and DS development, technical editing


Steve Rabin’s Experience

  • Instructor

    DigiPen Institute of Technology

    (Educational Institution; 51-200 employees; Computer Games industry)

    September 2005Present (3 years 3 months)

    Instructor for CS380/CS580 Introduction to Artificial Intelligence (Spring and Summer semesters). From 2005-2007 co-instructor for GAM300 which is a team-based project class for students in their Junior year.

  • Instructor

    University of Washington Extension

    (Educational Institution; Higher Education industry)

    January 2004Present (4 years 11 months)

    Instructor for the Artificial Intelligence class in the Game Development Certificate Program.

  • Series Founder and Editor

    Charles River Media

    (Writing and Editing industry)

    March 2001Present (7 years 9 months)

    Edited four books in the AI Game Programming Wisdom series as well as Introduction to Game Development. This involved soliciting articles, selecting articles, composing guidelines, defining the schedule, overseeing peer reviews, organizing layout, managing section editors, managing authors, and editing each article for grammar, flow, and technical accuracy. Edited a total of 290 articles consisting of over 3000 printed pages.

  • Principal Software Engineer

    Nintendo of America

    (Public Company; 1001-5000 employees; NTDOY; Computer Games industry)

    November 1999Present (9 years 1 month)

    I research techniques and develop tools for Wii, DS, and next-gen development, as well as provide Wii and DS technical support to Nintendo developers. Developed a statistical sampling profiler known as the Wii Profiler. Presented information to Nintendo developers at the Wii Summit 2008, Wii Developers Conference 2007, and the DS Developers Conference 2005. Over half a dozen patents pending on the Wii Remote, Wii Profiler, and Starlight Fun Center.

  • Senior Software Engineer

    Gas Powered Games

    (Computer Software industry)

    May 1998November 1999 (1 year 7 months)

    Responsible for AI architecture on Dungeon Siege.

  • Software Engineer

    WizBang Software Productions

    (Computer Software industry)

    April 1996May 1998 (2 years 2 months)

    Responsible for AI programming on Activision's HyperBlade and Microsoft Baseball 3D. Developed new game concepts and prototypes for two unreleased games.

  • Software Engineer

    Surreal Software

    (Public Company; Computer Software industry)

    June 1995April 1996 (11 months)

    Developed PC-based game editing tool that would later be used as the editor for Drakan: Order of the Flame and other Surreal titles.

  • Game Play Counselor Level III

    Nintendo of America

    (Public Company; Computer Software industry)

    June 1990September 1994 (4 years 4 months)

    Provided part-time phone support to game players who needed help with Nintendo and licensee titles (SNES, NES, and GameBoy). Estimated that I spoke with 100,000 game players during my time with Nintendo.


Steve Rabin’s Education

  • University of Washington

    Masters, Computer Science, 20022005

    GPA 3.61

  • University of Washington

    B.S., Computer Engineering, 19911996

    GPA 3.65, cum laude

    Activities and Societies:
    Founded and organized SIG for video game development, consisting of programmers and artists (12 members). Held weekly meetings for a little over a year.

Additional Information

Steve Rabin’s Websites:

Steve Rabin’s Groups:

Academy of Interactive Arts & Sciences (AIAS), AIAS Visual Engineering Peer Review Panel, International Game Developers Association (IGDA), IGDA Eric Dybsand Memorial AI Scholarship Review Panel

  •    International Game Developers Association
  •    Wii Enthusiasts
  •    Nintendo of America
  •    Game Developers
  •    Electronic Entertainment Industry Network
  •    VideoGame Professionals
  •    AI Game Programmers Guild
  •    Game AI Developers -- AiGameDev.com

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