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Education:
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1986
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Clarkson University, NY
BS, Computer Science
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Professional Summary:
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Experienced on many different platforms including Playstation 2, PowerPC embedded, Microsoft
Windows, Sega Genesis, Nintendo Gameboy, Commodore 64, Atari 6502 based systems,
and others. The many projects I have successfully completed have given me an
understanding of what is necessary to both create real-time interactive
interrupt driven code on a variety of proprietary platforms in both high and low
level languages, and manage other members of the development team.
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Technical Summary:
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Languages:
C, C++, Java, 68000, 6502 and Z80 assembly, HTML, PHP, MySQL, Windows.
Tools & Systems:
MS Visual Studio & Source Safe, Power PC embedded, IBM PC Compatibles,
Macintosh, Commodore 64/128, Atari (ST, 7800, 800XL), Nintendo Gameboy
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Experience:
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March, 2003 to present
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bottleRocket Entertainment Inc.
Del Mar, CA
SR. SOFTWARE ENGINEER
Rise of the Kasai - PlayStation 2 - C++
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AI design and implementation for second player characters in single player mode.
Created a waypoint system with commands so that the designers could modify the ai
with Maya on a per character/situation basis.
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AI for npcs and some bosses.
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High level networking for two-player mode.
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Reorganized and cleaned up most of the game code so that it was more object oriented
and usable.
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March, 2000 to September, 2001
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Applied Magic Inc.
Carlsbad, CA
SR. SOFTWARE ENGINEER
Screenplay - PowerPC 403GCX based embedded video editor.
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Designed and implemented an object oriented windowing GUI on an embedded PowerPC
video editing platform in C.
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Implemented an alpha blending layering library in C as well as a Flash ROM
library and a Unix style shell program.
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Ported and updated the existing OS to meet both new guidelines and to work under
GCC in a Linux environment resulting in 10X faster build times.
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Designed and implemented an extensive documentation database in HTML where
previously only scattered documentation existed.
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1989 to 1997 & 1998 to 1999
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BlueSky Software
San Diego, CA
SR. SOFTWARE ENGINEER
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Lead Software Engineer on a variety of projects, on a variety of platforms
including: VectorMan 2, Jurassic Park, Jurassic Park Rampage Edition,
Spider-Man: Web of Fire, World Series Baseball '98, Arachnophobia, and Avoid The
Noid.
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Involved in the initial design, development, coding, bug testing, and final
release phases for a majority of the projects worked on.
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Selected projects included:
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VectorMan 2 - Sega Genesis - Lead Software Engineer
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Lead Software Engineer with a team of 3 other engineers.
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Created detailed project schedules and technical design specifications.
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Interfaced with the Sega producer on game design, milestones, bug testing and
final release.
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Development environment - 68000 assembly language, developed on the PC with
snasm cross-assembler and Segadev debugger.
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Involved in the design and implementation of all aspects of the game.
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Implemented all background environments and accompanying AI.
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Designed AI for and implement several 'boss' enemies.
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Designed and implemented all programming aspects of the main human character.
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Coordinated with art team on design and programming implementation.
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VectorMan 2 was Electronic Gaming Monthly's Genesis Game of the Year.
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Jurassic Park & Jurassic Park: Rampage Edition - Sega Genesis - Lead Software Engineer
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Lead Software Engineer with a team of 6 other engineers for Jurassic Park and
with a team of 3 other engineers for JP:Rampage Edition.
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Redesigned and re-implemented the game 'engine' between these two projects.
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Created detailed project schedules and technical design specifications.
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Interfaced with the Sega producer on game design, milestones, bug testing and final release.
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Development environment - 68000 assembly language, developed on the PC with
snasm cross-assembler and Segadev debugger.
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Involved in the design and implementation of all aspects of both games.
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Designed and implemented all programming aspects of the main human character in
both games
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Implemented several background environments and accompanying AI.
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Coordinated with art team on design and programming implementation.
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Jurassic Park was a 1.3 Million unit selling game and was completed on an
extremely short schedule. JP: Rampage Edition had a similar schedule, with fewer
engineers, but the redesigned game engine enabled it to be finished on time with
a higher degree of quality.
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Spider-Man: Web of Fire - Sega Genesis/32X - Lead Software Engineer
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Joined this troubled project in mid-stream and successfully lead it to completion.
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Took over implementation of the main character, and several background
environments and redesigned the game play in them.
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Company Web Site
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Designed and implemented a public web site for BlueSky Software Inc. in HTML.
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Designed and implemented a web based bug tracking program in C++.
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Additional Projects:
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Web Development
I designed and maintain the following web-sites:
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Sega Genesis games written in 68000 assembler:
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VectorMan - Software Engineer.
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World Series Baseball '98 - Software Engineer.
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Desert Demolition With Road Runner and Wile E. Coyote - Software Engineer.
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Ren & Stimpy: Stimpy's Invention - Software Engineer
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Starflight - Sega Genesis - Software Engineer
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TechnoClash - Software Engineer
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Windows games written in C++:
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Goosebumps: Attack of the Mutant - Software Engineer
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Blues Brothers 2000. - Game Design and Software Engineer.
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Commodore 64 games written in 6502 assembler:
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Arachnophobia - Software Engineer
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Avoid The Noid - Software Engineer
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Atari 7800 games written in 6502 assembler:
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Ninja Golf - Software Engineer
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Scrapyard Dog - Level Design
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Xenophobe - Level Design
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1997 to 1998
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Zono, Inc.
Costa Mesa, CA
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Programming consultant on a PC based strategy game for the Windows platform.
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1997
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Pinata
San Diego, CA
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Implemented the Pinata arcade game for an independent game developer.
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Created an object oriented game engine in C.
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Implemented the background environments, the main characters, and the enemies.
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