
Principal, Shaderlab
San Francisco Bay Area

Principal, Shaderlab
San Francisco Bay Area
Technology and product leader with 15 years professional experience in design and development of consumer and enterprise software, web applications and interactive entertainment. Most recent experience with large-scale hosted blogging and social networking services, leading a team of developers in multiple countries in an engineering and project management role, delivering high-quality product on a fast, predictable schedule.
Effective communicator, problem solver and decision maker, with an ability to quickly identify and prioritize solutions that meet specific business requirements and resource constraints. Focused on building and maintaining strong relationships with product, design, marketing and sales organizations. Skilled, passionate and knowledgeable in software engineering management, user experience, product and API design, scaling and optimization.
Software architecture, product design, agile development, engineering management, large-scale hosted web application architecture, development and maintenance, scaling & optimization.
(Computer Software industry)
April 2008 — Present (7 months)
(Sole Proprietorship; Myself Only; Design industry)
2000 — Present (8 years)
(Privately Held; 51-200 employees; Computer Software industry)
September 2005 — December 2007 (2 years 4 months)
Engineering manager for Vox, overseeing a team of developers in the US, France and Japan.
(Privately Held; 51-200 employees; Computer Software industry)
September 2004 — September 2005 (1 year 1 month)
Core JavaScript libraries, Blog content and theme architecture, UI design & implementation.
(Privately Held; 11-50 employees; Hospital & Health Care industry)
July 2001 — August 2004 (3 years 2 months)
Designed the Paradigm SHN (Student Health Network) web application for healthcare professionals using Apache 2.0/mod_perl and Oracle. Responsible for SHN system architecture, authentication, security, back-end support and front-end layout modules, interface and web standards support. Led development of MAA (Medi-Cal Administrative Activities) project for internal use, allowing a four-fold increase in data processed and bringing a formerly paper-based system online for our clients, integrated with the SHN.
(Privately Held; 11-50 employees; Computer Games industry)
November 2002 — June 2003 (8 months)
Responsible for optimizing and enhancing the Q3A/RTCW renderer, creation of effects and maintenance of tools code for Wolfenstein: Enemy Territory.
(Public Company; 201-500 employees; CMGI; Computer Software industry)
October 1999 — July 2001 (1 year 10 months)
Search engine backend engineer, wrote high-performance multithreaded C daemon for serving non-web search indexes for AltaVista's production search.
(Privately Held; 11-50 employees; Computer Software industry)
June 1998 — October 1999 (1 year 5 months)
Wrote Perl/mod_perl based search engine frontend using the iAtlas WHOIS/InfoUSA database to refine searches by geographic and business data. Designed OEM/skinning system for various products and instrumented the Inktomi search index with iAtlas data.
(Computer Software industry)
1995 — 1998 (3 years)
(Computer Software industry)
January 1996 — June 1997 (1 year 6 months)
Artist and level designer for Marathon: Infinity and never-released project "Duality."
(Privately Held; 1-10 employees; Computer Games industry)
January 1996 — May 1997 (1 year 5 months)
Liberal Arts 1995 — 1995
information architecture, design, typography, long-distance cycling, rock climbing, hiking, snowboarding, modernism, film, electro
Macworld Game Hall of Fame 1994, Best Brain Game — Troubled Souls
PC Magazine Editor's Choice Award 2006 — Vox