
Senior Software Engineer
San Francisco Bay Area

Senior Software Engineer
San Francisco Bay Area
Senior Software Engineer who's worked in leadership positions on Google Earth & Google Gadgets. I enjoy difficult technical challenges and I'm passionate about what I work on.
(Public Company; 5001-10,000 employees; GOOG; Internet industry)
October 2004 — Present (4 years 10 months)
During late 2007 and 2008, I switched to the Gadgets to help build the team. I selected several of the hires and worked to establish its' position within Google. I worked on Gadget Ads, supporting iGoogle, open sourcing a new Java codebase called Shindig through the Apache Foundation. That technology is now a critical part of CpenSocial.
During 2006, I managed all engineering on Google Earth and the 4.0 releases. This included expanding the team from 8 to 19 people, remote QA team of 6 people, 8 releases of the software, localization to five languages and the Linux ports. For my efforts, I was promoted and received an EMG award (2nd highest award given in Google).
For 2004 to 2005, I worked as an engineer on the Google Earth client. I developed the original streaming 3D building layer, managed the Mac port and improved the compatibility of the software for old machines and poorly implement graphics card drivers. The client is written in C++ with Visual Studio.
(Privately Held; 11-50 employees; Computer Software industry)
April 2004 — October 2004 (7 months)
The company was Google's first acquisition subsequent to their IPO and became the basis for the product Google Earth. My primary responsibility was graphics compatibility across PC graphics cards. To do this I developed a deep understanding of third party hardware/drivers. I also established a scripted QA process and a system to dynamically adjust the client to maintain speed and compatibility. I also worked on navigation, overlay projections and UI.
(Privately Held; 11-50 employees; Computer Games industry)
September 2003 — April 2004 (8 months)
Lead developer for internal graphics engine. Established future target platform, visual goals and milestones for 2006 release. Researched and promoted licensing a graphics engine. This was adopted to speed development and target risk/reward on unique technology.
(Public Company; 10,001 or more employees; Computer Games industry)
2002 — 2003 (1 year)
The studio is famous for the Diablo series of games. I developed and maintained the exporters to the internal game engine. This determined all the neccessary resources and optimized the resulting model - all the while making it an easy process.
(Public Company; 10,001 or more employees; Motion Pictures and Film industry)
June 2001 — February 2002 (9 months)
I was part of the film Ice Age; nominated for an academy award it was one of the most financially successful films of 2002. I worked closely with the artists to develop tools to detect and fix common errors in their workflow. This eliminated frequent wasted work when the errors were not discovered until later in the film making process.
BA , Computer Science , 1997 — 2000
Awards: College Exhibition, Foundation Scholarship
Double-First grade - I was one of the top 10 graduates of the year.