John W. Byrd

Costa Mesa, CA
E-mail: jbyrd @ well . com
WWW: http://www.johnbyrd.com

Skills

  • 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

Work Experience

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.

Education

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.

System Knowledge

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.