Senior Engineer at Electronic Arts
San Francisco Bay Area
Senior Engineer at Electronic Arts
San Francisco Bay Area
Currently, I'm a Senior Producer at Electronic Arts working in the Sims Label. I came in as a Senior Engineer II, but the design and production work on our project called to me - it isn't a big departure from the responsibilities I had at Flagship Studios and working on Diablo II: Lord of Destruction at Blizzard North.
My roles at Flagship have ranged from Director of Development, Director of Technology, to Release Manager. I direct a group of 40 developers in creating the ongoing content for Hellgate: London and creating the technology for a new game called Mythos. Throughout my tenure at Flagship, I have continued to have an active role in programming and the design of our titles.
My previous experience includes programming and lead roles at Blizzard North, helping to create Diablo II, Diablo II: Lord of Destruction, and early work on Diablo III.
Producing: Managing teams of programmers, producers, artists and designers; Coordinating between art, programming, testing, and design; Designing and implementing game features; Overall build release management and scheduling.
Programming: RPG and MMORPG gameplay logic and balance; 2D and 3D Random level generation; AI, UI, and graphics engine development for PC including Dx10; Particles, physics and animation
I also herd cats, wear funny hats, and play with... hockey pucks
(Public Company; 5001-10,000 employees; ERTS; Computer Games industry)
August 2008 — Present (1 year)
I've stowed away my Broadsword of Coding, readied my Staff of Poking and donned my Pointy Hat of Dreaming.
(Privately Held; 11-50 employees; Computer Games industry)
July 2003 — July 2008 (5 years 1 month)
Oversee the development for Hellgate: London, coordinating programmers, designers, and artists to create new content and fix bugs as a part of our ongoing content effort. I help design and prioritize features, assign projects to the programmers, control the build creation, testing and deployment process, and help to explain our changes to the community. I am also the primary programmer on several client features.
(Computer Games industry)
1997 — 2003 (6 years)
I started out writing the random level generator for Diablo 2 and quickly moved on to doing many other areas in the game programming for the title. I also was a key resource for the development of many of the over 200 skills within the game.
After Diablo 2 shipped, I was selected to be the Project Lead for Diablo 2: Lord of Destruction, leading the development of one of the highest selling expansion packs in industry history. Subsequently, I led a team of programmers working on Diablo 3 for several years before helping found Flagship Studios.
B.S. , Computer Science , 1993 — 1997