- Twelve years of game industry experience, eight years in management
- Serious C, C++ and assembly programming skills
- Strong DSP, audio processing, and musical composition background
- Proven ability to manage large game technology projects
Vice
President of Business Development, March 2003 - present |
CRI Middleware Co., LTD (Sega), San Francisco, CA: Sold CRI's audio middleware products,
originally developed by SEGA-AM2, into US markets. Cultivated
leads, demonstrated products, answered deep technical questions, and
negotiated contracts and payment schedules with most major US game
publishers. Ported CRI's video codec to DirectShow. Rewrote
documentation in doxygen format. Built profitable business in under
three years. |
Principal Engineer Sep 2002 - Mar 2003 |
Sega.com , San Francisco, CA: Created the SNAP
SDK for online console game development. Devised and managed
product schedule. Rewrote online code for XBox and Gamecube, and
assisted with PS2 version. |
Senior Project Manager Feb 2002 - Apr 2002 |
Electronic Arts , Redwood City, CA: Tasked and scheduled 61 artists, engineers and production personnel for Freekstyle, a high-profile action-sports game. Managed integration of audio surround features into the game. |
Consultant
Sep 2001 - Jan 2002 |
Self-employed, San Francisco, CA: Edited
game mathematics gems in Game
Programming Gems 3 , published by Charles River Media.
Founded Bosslevel and
acquired support from major
game companies .
|
Director of Development Technology
Aug 1997 -
Mar 2001 |
Sega of America , San
Francisco, CA: Created the Sega Dreamcast
(Katana) SDK . Developed, integrated and quality-assured
several Sega Dreamcast core libraries and development tools, including
the Audio64 API.
Designed and wrote the build environment used for most Sega
Dreamcast games. Directed programming for key games. Managed
North American developer technical support for Sega Dreamcast.
Created Internet-based support system. Built relationships with
developers and partner companies. Managed full-time staff of
thirteen; coached and improved engineers and non-technical staff. |
Senior Engineer
Feb 1994 - Aug 1997 |
The 3DO Company ,
Redwood City, CA: Created samples for 3DO's standard audio sample
set. Created "CoalRiver" 3DO audio demo. Wrote code and provided
other technical assistance for Windows, M2 and 3DO development teams.
Developed demo programs and content for 3DO system software.
Wrote installers for multiple PC games. Built rendering
farm for Army Men. Wrote and taught courses at 3DO University,
including the first Audio Programming
for Games professional class in the industry. |
Applications Engineer
Sep 1991 - Sep 1993 |
Archibus, Inc. , Boston, MA:
Designed, wrote and integrated CAD and database systems. Produced
training videos using 3D Studio. Wrote users' and programmers'
documentation and manuals. Wrote proposals for new systems.
Provided technical support to end users. |
Harvard College : B.A. degree in Computer Science , June 1991. Microsoft Scholar , 1990. Member, IGDA , ACM , AIAS , NATAS . Major classwork in Harvard's Electronic Music Studio.
Guru-level knowledge of project management , C/C++ , Win32, .NET ; latent knowledge of Java and Java applets , Perl , Linux , NetBSD , and game development environments ; latent knowledge of Lisp , and several low-level languages including 6502 and ARM60 assembly.