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Contract Video Game Software Development
Unreal 3 development on PC, PS3 and Xbox 360: Contract development work on Unreal 3 weapons, user interface and animation control code. Integrated a code drop containing Epic’s Gemini multi threaded renderer into a client’s game code based on an earlier Epic drop, and ported the PC build to the Xbox 360. Fixed an open world streaming system in Unreal 3, and optimized for DVD streaming on the Xbox 360. Optimized three Unreal 3 titles for PS3. Tasks involved analysis, and implementation of a variety of optimizations: UE3 serialization optimization, multi-threading data loading, identifying and correcting blocking loads in the streaming, converting UnrealScript to C++, optimizing the use of RSX memory for audio. Created two full Unreal 3 prototypes. One was a single player shooter/puzzle jumper. The second was a LAN based two player shooter with AI squadmates. Both prototypes included AI – enemies in the first case, allies in the second case.
Playstation 3 SPU development: Created a SPU implementation of a game simulation system for the downloadable game flOw, including communication and synchronization between PPU and SPU. Optimized the SPU implementation. The resulting system allowed simulation of twice as much data, while tripling the overall game frame rate.
PC Development: Migrated a data driven weapon system for Electronic Arts’ SAGE RTS engine from a proprietary format to an XML based system.
Training: Presented 1-2 week training seminars to 3 studios new to Unreal 3 development.Wrote Game Development Essentials: Game Artificial Intelligence, Published July 9, 2007 by Thomson Delmar Learning (now Delmar Cengage).
Trilogy is a small startup studio. Served as Principal and only engineer for the first nine months developing a game using the Unreal 3 technology. Responsibilities involved creating the game project, weapons, basic AI, dynamic Time of Day system, animation control, game play systems including a Quest system, frame buffer post processing work including High Dynamic Range lighting and tone mapping effects.
Lead engineer on Lord of the Rings: Battle for Middle Earth. Tasks included refactoring and optimizing the game engine to support up to 600 active units vs. 50-60 in Generals, extending pathfinding to support castles and postern gates, and extending AI to support horde movement and melee combat. Supervised networking and multiplayer code development.
Developed Fireworks, and shipped versions 1-4 on time and high quality. Created image compression (gif and jpeg) system, including user interface to control optimization and optimized export code. Invented “Image Slicing” technology that became the standard for Web graphics tools.
Youngest Sr. Member, Technical Staff at Texas Instruments. Developed a wide variety of Integrated Circuit CAD tools ranging from graphical editors for physical and schematic layout of ICs, to multiprocessor systems for geometric verification (width, overlap, and spacing checks) of IC layouts.
Concentration: 3D Graphics
5,361,333 “System and method for generating self-overlapping calligraphic images”,
November 1, 1994
5,434,959 “System and method of generating variable width lines within a graphics system”,
July 18, 1995
6,459,439 “Reshaping of paths without respect to control points”, October 1, 2002
References available on request.