Keith R. Freiheit
425 W. Ivy St.
Fallbrook, CA 92028
Email: http://www.frekei.com/respond.php
Website: http://www.frekei.com
Education:
1986 Clarkson University, NY
BS, Computer Science
Professional Summary:
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.
Technical Summary:
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

Experience:
March, 2003 to
present
bottleRocket Entertainment Inc.
Del Mar, CA
SR. SOFTWARE ENGINEER

Rise of the Kasai - PlayStation 2 - C++

  • 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.
  • AI for npcs and some bosses.
  • High level networking for two-player mode.
  • Reorganized and cleaned up most of the game code so that it was more object oriented and usable.
March, 2000 to
September, 2001
Applied Magic Inc.
Carlsbad, CA
SR. SOFTWARE ENGINEER

Screenplay - PowerPC 403GCX based embedded video editor.

  • Designed and implemented an object oriented windowing GUI on an embedded PowerPC video editing platform in C.
  • Implemented an alpha blending layering library in C as well as a Flash ROM library and a Unix style shell program.
  • 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.
  • Designed and implemented an extensive documentation database in HTML where previously only scattered documentation existed.
1989 to 1997 &
1998 to 1999
BlueSky Software
San Diego, CA
SR. SOFTWARE ENGINEER

  • 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.
  • Involved in the initial design, development, coding, bug testing, and final release phases for a majority of the projects worked on.
  • Selected projects included:
VectorMan 2 - Sega Genesis - Lead Software Engineer

  • Lead Software Engineer with a team of 3 other engineers.
  • Created detailed project schedules and technical design specifications.
  • Interfaced with the Sega producer on game design, milestones, bug testing and final release.
  • Development environment - 68000 assembly language, developed on the PC with snasm cross-assembler and Segadev debugger.
  • Involved in the design and implementation of all aspects of the game.
  • Implemented all background environments and accompanying AI.
  • Designed AI for and implement several 'boss' enemies.
  • Designed and implemented all programming aspects of the main human character.
  • Coordinated with art team on design and programming implementation.
  • VectorMan 2 was Electronic Gaming Monthly's Genesis Game of the Year.
Jurassic Park & Jurassic Park: Rampage Edition - Sega Genesis - Lead Software Engineer

  • 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.
  • Redesigned and re-implemented the game 'engine' between these two projects.
  • Created detailed project schedules and technical design specifications.
  • Interfaced with the Sega producer on game design, milestones, bug testing and final release.
  • Development environment - 68000 assembly language, developed on the PC with snasm cross-assembler and Segadev debugger.
  • Involved in the design and implementation of all aspects of both games.
  • Designed and implemented all programming aspects of the main human character in both games
  • Implemented several background environments and accompanying AI.
  • Coordinated with art team on design and programming implementation.
  • 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.
Spider-Man: Web of Fire - Sega Genesis/32X - Lead Software Engineer

  • Joined this troubled project in mid-stream and successfully lead it to completion.
  • Took over implementation of the main character, and several background environments and redesigned the game play in them.
Company Web Site

  • Designed and implemented a public web site for BlueSky Software Inc. in HTML.
  • Designed and implemented a web based bug tracking program in C++.
Additional Projects:
Web Development

I designed and maintain the following web-sites:

Sega Genesis games written in 68000 assembler:

  • VectorMan - Software Engineer.
  • World Series Baseball '98 - Software Engineer.
  • Desert Demolition With Road Runner and Wile E. Coyote - Software Engineer.
  • Ren & Stimpy: Stimpy's Invention - Software Engineer
  • Starflight - Sega Genesis - Software Engineer
  • TechnoClash - Software Engineer
Windows games written in C++:

  • Goosebumps: Attack of the Mutant - Software Engineer
  • Blues Brothers 2000. - Game Design and Software Engineer.
Commodore 64 games written in 6502 assembler:

  • Arachnophobia - Software Engineer
  • Avoid The Noid - Software Engineer
Atari 7800 games written in 6502 assembler:

  • Ninja Golf - Software Engineer
  • Scrapyard Dog - Level Design
  • Xenophobe - Level Design
1997 to 1998 Zono, Inc.
Costa Mesa, CA

  • Programming consultant on a PC based strategy game for the Windows platform.
1997 Pinata
San Diego, CA

  • Implemented the Pinata arcade game for an independent game developer.
  • Created an object oriented game engine in C.
  • Implemented the background environments, the main characters, and the enemies.