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Roundhouse Studios
Madison, WI
November 2019 to Present
Senior Programmer
- Senior Programmer on new development team with other former Human Head developers.
Human Head Studios, Inc.
Madison, WI
October 2018 to November 2019
Senior Programmer
Reset Studios
Kalamazoo, MI
March 2016 to Present
Senior Programmer, Lead Programmer
- Lead Programmer on Steven Universe: Tap Together for iOS and Android.
- Developed C++ microservices to provide client messaging, matchmaking, and server co-ordination, that interfaced with Redis and our web-based API.
- Responsible for release cycle coordination, directly involved with deployments to test and production environments.
- Developed client-server multiplayer support in Unity.
- Developed AI for multiplayer bots.
- Designed and implemented localization system.
- Implemented SQLite for sharing game data between clients and web API.
- Scripted and managed server deployments with Chef.
- Prototyped augmented reality project in Unity.
Frostburn Studios
Kalamazoo, MI
January 2015 to February 2016
Senior Programmer
- Member of the Heroes of Newerth development team.
- Implemented Linux server support and guided production deployment.
- Maintain the Linux client and assist with the Mac client.
- Added networking diagnostics to servers.
- Improved build system architecture.
S2 Games
Kalamazoo, MI
April 2012 to November 2014
Senior Game Programmer
- Member of the Strife development team.
- Wrote game code within a networked client-server architecture.
- Made improvements to entity pathing and obstacle avoidance systems.
- Developed the AI framework used for bot matches, with a strong emphasis on teamwork coordination.
- Integrated Nvidia technologies, including PhysX, PhysX Particles, and TXAA advanced antialiasing.
- Contributed CPU and memory optimizations for improved performance.
Human Head Studios, Inc.
Madison, WI
November 2004 to March 2012
Programmer, Lead Programmer
- Involved with four projects during this time, including Prey and Prey 2.
- Lead Programmer on two of those projects, including Prey 2.
- Responsibilities include managing a team of gameplay programmers.
- Programmed AI, animation control system, save/load, Xbox 360 support, and file package system code.
- Designed and implemented server infrastructure, including e-mail, VPN, and network storage systems.
- Supervised development of new player movement, AI navigation, weapon, and gadget systems for Prey 2.
- Worked with small cross-discipline team to flesh out and implement behaviors for character design in Prey.
- Wrote Prey installer using InstallShield and managed packaged builds of Prey.
- Handled Prey patches, including scheduling releases with multiple parties.
Fez Games
Kirkland, WA
June 2003 to November 2004
Programmer
- Worked on a new game engine for an unreleased title for PC, Xbox, and Playstation 2.
- Implemented a 3D sound system for our internal engine using the FMOD library.
- Developed preliminary AI framework and prototype game AI for our internal engine.
- Deployed and maintained a Linux server to host a Subversion repository and a GForge project tracker.
Majesco Sales, Inc.
Edison, NJ
May 2000 to March 2003
Programmer
- Part of internal development team that ported Rainbow Six: Rogue Spear to the Sega Dreamcast.
- Also ported Soldier of Fortune and Star Trek Voyager: Elite Force to the Sony Playstation2.
- Localized the Playstation2 versions of Soldier of Fortune and Star Trek Voyager: Elite Force for the European market.
- Maintained Linux servers to handle mail, secure web servers, and firewall for Internet access.
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