- Agile developement with Scrum and XP
- Object oriented C++ and template based metaprogramming
- Test driven developement and unit testing
- STL and Boost libraries
- Maya plugin SDK
- Real-time rendering APIs (OpenGL, DirectX, HLSL, Cg, etc.)
- Playstation2, XBox, and GameCube hardware and APIs
- High and low level optimization (from profiling to assembly optimization)
- Getting better at web development than I'd like to admit
Programming Stuff
Employment History
High Moon Studios (aka Sammy Studios)
March 2003 - Present
San Diego, Ca
Senior programmer: Just wrapped up Darkwatch. Focal areas include tools and art pipeline infrastructure, engine architecture and Playstation2 optimization. Currently working on R&D projects.
Gratuitous Games Inc.
September 1998 - February 2003
San Diego, Ca
Lead Programmer: Responsible for design and development of engine technology and implementation on PS2/Xbox/Gamecube platforms. Tool pipeline design and development. Working in areas such as scene organization, rigid body physics and graphics microcode.
SKUs:- Soldier of Fortune (Xbox conversion)
- Matt Hoffman BMX (Gamecube conversion)
- CART Fury (Playstation2 conversion)
- Cruisin' Exotica (Nintendo64 conversion)
- GEX III (Nintendo64 conversion)
Vision Scape Imaging Inc.
June 1996 - September 1998
San Diego, Ca
3D Artist / Software Engineer: Initially worked as a 3D artist creating content for cinematics for console games. Later worked on creature effects for television and film contracts. I wrote quite a bit of custom software for each project, usually in the form of custom Lightwave shaders.
Bluesky Software
January 1995 - June 1996
San Diego, Ca
Art Intern: Did a little game cinematic work.
Alias | Wavefront
July 1993 - August 1993
Santa Barbara, Ca
Quality Assurance. Yes, proof that you can work your way up in the game industry!Education
San Diego State University
1999
B.S. Computer Science. Extra course work in Math and Scientific Computing topics.