
Owner, SoftEgg Enterprises and Computer Games Consultant
Greater Los Angeles Area

Owner, SoftEgg Enterprises and Computer Games Consultant
Greater Los Angeles Area
I'm a contract programmer specializing in, but not limited to, game software. I'm highly skilled on programming hit games on popular consoles like Nintendo DS, Playstation 2, Playstation Portable, Microsoft X-Box, etc.
My largest hits were in the Ratchet and Clank series of games for Playstation 2, which have sold over 4.5 million copies, worldwide. I was also responsible for programming on most of Working Designs highly regarded role-playing and strategy games on Playstation One and Sega Saturn.
I am currently applying my vast experience to helping companies to ship their games on-time by providing experienced programming brainpower on a contract basis when they most need it. I enjoy the personal freedom that freelancing provides, and the satisfaction that comes from helping my clients complete their projects.
AI programming, camera programming, path finding, special effects, particle systems, game logic, user interfaces, vehicles
(Entertainment industry)
February 2008 — Present (1 year 6 months)
IT support and consulting for live video webcast. Transitioned technology from Windows Media to Adobe Flash based web video streaming. Set up credit-card acceptance system for premium live web stream. Scripting for building mailing lists and configured list mailing software. Debugged analog and digital video and audio systems. Continued development, maintenance and support of all of the above, and more.
(Computer Games industry)
April 2004 — Present (5 years 4 months)
I am the owner of SoftEgg Enterprises, a contracting company specializing in programming for video games. When a project is late or understaffed and requires additional, highly skilled and experienced brainpower, we help ship the product.
Game projects I've provided contract programming for include:
"Ratchet and Clank: Size Matters" on Playstation Portable for High Impact Games
"Silent Hill: 0rigins" on Playstation Portable for Climax Group
"James Bond 007: From Russia With Love" on X-Box, PS2, and Gamecube for Electronic Arts.
An educational game for Knowledge Adventure Co. on the Nintendo DS.
Game design concepts for TimePlay / Big Deal Games' iCinema platform.
Java to Actionscript (Flash) conversion of Unwell Mel for Pretty Good Games / Big Fish Games.
We also work on a variety of other projects, including programming in other industries, website creation, recording, audio and video production, etc.
Non-game contracts include:
Adobe Flash client for Robodynamics TiLR telepresence robot.
UAV support code for BAI.
Ad ordering website for autobahnexchange.com .
SEO for VAS.
Many small business websites.
(Computer Games industry)
January 2009 — February 2009 (2 months)
Programmed the UI for RoboDynamics TiLR telepresence robot under contract for Zero G Games.
(Privately Held; Computer Software industry)
January 2009 — February 2009 (2 months)
Programmed Flash-based GUI for Robodynamics TiLR telepresence robot under contract for Zero G Games.
(Entertainment industry)
June 2008 — August 2008 (3 months)
Ported the Java game "Unwell Mel" in Actionscript / Flash.
(Privately Held; 11-50 employees; Computer Games industry)
September 2007 — October 2007 (2 months)
Wrote original game designs for the TimePlay i-Cinema gaming platform.
(Privately Held; 51-200 employees; Computer Games industry)
April 2007 — May 2007 (2 months)
Provided contract gameplay programming on a educational game.
(Privately Held; 11-50 employees; Computer Games industry)
October 2006 — December 2006 (3 months)
Provided programming assistance on "Ratchet and Clank: Size Matters" for Playstation Portable. Programmed special effects, particle effects, general polish and other game aspects as necessary to help them ship their product on schedule with the desired level of quality.
(Public Company; 201-500 employees; Computer Games industry)
March 2006 — October 2006 (8 months)
Provided contract programming on a number of titles, primarily for Silent Hill: 0rigins for Playstation Portable, including work on camera systems, game logic, enemy AI, pathfinding, and control systems. Initial work on their internal engine (camera and math systems) was shared with "Oblivion" for Playstation Portable, later work was done using the RenderWare engine. I also provided a small amount of assistance with debugging on "Steel Horizon" for Nintendo DS.
(Public Company; Computer Games industry)
July 2005 — September 2005 (3 months)
Provided additional programming services on "James Bond 007: From Russia With Love" for X-Box, Playstation 2, and GameCube. Translated artist concepts into working game code.
(Privately Held; 51-200 employees; Computer Games industry)
April 2001 — March 2004 (3 years)
Responsible for the coding of every single object in several levels of game play, as well as many other areas. enemy AI, vehicles, special effects, weapons, particle effects, game play logic, bookkeeping, pathfinding, camera control, cut scenes, in game cinematics... EVERYTHING!
The Ratchet and Clank series I worked on sold multiple millions of copies world-wide, and was the pack-in title with the Playstation 2 in Japan, a market that is notoriously hard for US companies to get a foothold in.
(Public Company; 201-500 employees; THDO; Computer Games industry)
2000 — January 2001 (1 year)
Provided programming on a game for Sony Playstation One and Playstation 2 console platforms.
(Computer Games industry)
1995 — 2000 (5 years)
(Public Company; Computer Games industry)
1992 — 1995 (3 years)
Bachelor of Science , Electrical Engineering, Computer Engineering , 1988 — 1991
also, 2.5 years of Japanese study
my customers!, technology, music, animation, games, programming, hardware, electronics, embedded systems, software, video, C, C++, PHP, MySQL, JavaScript, live performance, Atari, Japan, antique personal computers, classic video games, Vectrex, Atari 800, Atari ST, Sega Genesis, SNES, Playstation one, Playstation 2, PSP, Sony, music technology, game technology, animation technology, game programming, music hardware, Ableton Live, Photoshop, synthesizers, science, adventure, drag, gaming, guitar, keyboard, bass, drums, accordion, electronic music, indie rock, new-wave, punk, synthpop, chip music, Kraftwerk, Dolby, Lene Lovich, YMO, J-Pop, Eurobeat, gadgets, DIY, frugality, anime, analog, digital, paper games, board games, makeup, role-playing, fantasy, acoustic, rock, operating systems, synthedit, Illustrator, consoles, freedom
IGDA
"Ratchet & Clank: Going Commando" for PS2, was honored by IGN, Cinescape and Electronic Gaming Monthly (EGM) as the Best PlayStation 2 Game of 2003. The game was included in PSM's Top 10 Games of 2003, was chosen by TechTV's "X-Play," GameSpot and the Dallas Morning News as Best Platformer of the Year, received an IGN Editors Choice Award for 2003 from IGN and was nominated by 1up.com for Game of the Year. PLAY Magazine labeled the title as both PlayStation 2 Game of the Year and Action-Shooting Game of the Year, and the San Francisco Chronicle and the San Jose Mercury News included Ratchet & Clank: Going Commando among its Top 10 Best Games of 2003.
Working Designs:
"Iron Storm" for Sega Saturn won "Best Strategy Game of 1996. "Dragon Force" for Sega Saturn won "Best Strategy Game" and "Best RPG". "Lunar: The Silver Star Story" for PS1 was June 1999 PS1 best-seller and #2 PlayStation RPG of the year.
Microprose Software:
"Pirates' Gold" received the Emunalasis Platinum Award.