StarCraft 2: Heart of the Swarm
Integrated physics into the game's combat and set up the ragdoll special FX.
StarCraft 2: Wings of Liberty
Architect and primary implementer for following systems:
1. Actor, a scriptable presentation framework used by all game visuals (except terrain), in-game cinematics and the SC2 Editor.
2. Combat FX infrastructure, including game side model-based combat collision system.
3. Missile construction kit, a framework for building complex anime-style missile flight paths.
4. Client-side animation API. Enables multiple animations to be played simultaneously per model in response to arbitrary game events.
These systems can be used by programmers from C++ and Galaxy (SC2's C-based compiled scripting language), and by non-programmers from SC2's editor via XML data. All systems are usable by modders.
Lead Programmer / Lead Designer
Zono
January 2001 - April 2004
Riot Police; Lead Programmer / Lead Designer
Budget strategy title. Implemented gameplay. Designed units, mechanics and UI.
Aliens vs. Predator: Extinction; Programmer / Designer
XBox/PS2 console RTS. Implemented almost all units and upgrades (over 60 in all). Designed unit set and tech tree. Did unit balancing.
Everest; Lead Programmer
Budget strategy title. Implemented gameplay.
Programmer
Westwood Studios
July 1999 - January 2001
Red Alert 2; Implemented units, mechanics, special FX, UI, LAN lobby.
Programmer
Total Entertainment Network
February 1997 - June 1999
Implemented two generations of Java/Web-based lobbying clients. Wrote Internet Bridge, etc. Can still see them at www.pogo.com.
Senior Technical Staff / Technical Staff / Technical Support Analyst
Oracle Corporation
June 1990 - February 1997
Multiple positions. Oracle Media Objects engine development. QA engineer for Oracle Glue, a database middleware product. Supported diverse range of client, network and server software.