Ross Kakuschke

Ross Kakuschke

Freelance programmer

Senior Programmer / 23 yrs

Skidegate, Canada

Hire Me

Elysium (2013)

R&D

The Thing (2012)

Research & Development

The Twilight Saga: Breaking Dawn - Part 1 (2011)

R & D

Immortals (2011)

http://www.mobygames.com/developer/sheet/view/developerId,67335/

http://granolaboy.net/RossKakuschke.pdf

http://www.imdb.com/name/nm2097305/
Work History
  • Senior Programmer

    Relic Entertainment

    August 2014 - September 2015

    Local Maya Master...

  • Software Design Engineer 2

    BigPark (Microsoft Game Studios) through Aquent

    November 2013 - August 2014

    Coding on xbox360 and xbox one

  • Gameplay/Animation Programmer

    Switchblade Monkeys

    June 2012 - November 2013

    Doing game play and animation programming.

    http://secretponchos.com/

  • Pipeline Developer

    Image Engine

    August 2010 - April 2012

    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.

Education
  • BSc in Computer Science, Pure Mathematics

    University of Calgary

    1990 - 1995