Pipeline Developer for Image Engine
Managed daily video production, configuring formats and codecs with ffmpeg, slate and plate overlay creation, colourspace conversions, nuke scriptlets
Shotgun support and programming for process automation and integration of IE tools into Shotgun.
Managed and supported Baselight and Filmlight theatre servers and data management.
Managed central versioned software installations, both open source and commercial software
Founder / Technical Director
Lotusland Studios Inc.
April 2009 - August 2010
Had my fun with the interactive lighting scene and stage lighting control. I'm back in the video games. "I tried to get out, but they pulled me back in".
Started my own company. Lotusland Studios Inc. Yep. A corporation. Kakow.
Our first game is almost out, Hive for the iPhone and iPod Touch. It's looking awesome.
More to come!
Senior Programmer
Radical Entertainment
November 2001 - May 2008
Prototype (PS3,XBox 360, PC) still in development
Designed and deployed the company-wide Maya World
Editing Tool (WET), fully integrated into runtime streaming
system and build pipeline. Supported NIS's, FMV's, memory
leaks, game flow, world streaming and ongoing artist
requests. Wrote checkpointing system for restoring game to
previous state using lua pluto library.
Incredible Hulk: Ultimate Destruction (PS2/XBox/GC)
released August 23, 2005
Wrote and supported the world building tools in Maya, the
streaming system, memory cards, NIS's, scripted cameras,
credits, gameflow polish, and the pesky Gamecube reset.
The Hulk (PS2/XBox/Gamecube/PC) released May 27, 2003
Integrated the global Pure3D system into Maya for object
placement. Wrote a linear world streaming system, NIS
system, and all world building and object placement tools.
Senior Software Engineer
Secret Level
May 2000 - October 2001
Reduced geometry data using triangle stripping and byte-wise
vertex position interpolation. Compressed animation data
through selective frame removal and interpolation.
Star Fighter (PS2) released February 21, 2001, by Lucas
Arts
Wrote and supported the Macromedia Flash for Games SDK.
Lucas Arts used this SDK for all of their menu screens.
Software Engineer II
The 3DO Company
August 1999 - May 2000
Battle Tanx: Global Assault (PSX) released March 17, 2000
Developed tools with the win32 API and 3D Studio Max.
Extended legacy code and deployed tool solutions within
extremely tight deadlines and budget.
Lead Programmer
H2O Entertainment
December 1995 - August 1999
The Aidyn Chronicles (N64) released March 20, 2001
Created Maya export plug-ins for the object database system
used for The New Tetris. Wrote character behaviour API.
Created high-level C++ objects for characters, levels and
items on the Nintendo 64.
The New Tetris (N64) released August 2, 1999
Designed and implemented an object database system with
Nintendo 64 runtime engine. All objects and values were
animatable. Created plug-ins in Softimage|3D for export to the
database. Everything 3D in the game used this system.
Tetrisphere (N64) released August 11, 1997
Wrote tools to convert from Lightwave 3D to the Nintendo 64.
Created a texture UV-mapping tool using Motif in X Windows.
Wrote animation playback and geometry display code for all
characters, cut scenes, 3D icons, and in-game effects.