- Primary expertise in C++, C, and Perl
- Working familiarity with Java, Ruby, Python,
SQL, and Lua
Consultant
Providing consulting services to companies wishing to expand into the
game development industry
Acting VP of Game
Development for Moblyng, a new media company based in Redwood City, responsible
for:
- Multi-year
product roadmap
- Strategic
planning
- Executive
Producer for their first major game, currently unannounced
Electronic Arts 2006
- 2008
Development
Director (March 2006 to September
2008)
Spore
- Managed multiple game engineering
teams peaking at 20 employees, including hiring, day to day management,
and oversight
- Identified, addressed
and solved numerous cross-team problems, including planetary lighting,
metrics and telemetry, and content delivery post-ship
- Provided clear and
accurate engineering roadmap updates to senior executive staff
- Established effective
scheduling practices now used across the entire project
- Built clear and
achievable schedules by coordinating with engineers, executives,
producers, designers, and QA
Turbine Games 1998
- 2006
Engineering
Director (2003 to March 2006)
Dungeons & Dragons Online
- Managed DDO game
engineering team peaking at 15 employees, including hiring, day to day
management, and oversight
- Ensured the creation
of high-quality code by establishing coding practices, conducting code
reviews, and reviewing system designs
- Kept team focused and
on-schedule during times of project and partner uncertainty
- Coordinated the team's
relationship with numerous groups within Turbine from the Core technology
group to Customer Service to Business Development
- Developed and
delivered monthly project status reports to senior executives
- Established the
internal project schedule from prototype to launch
- Tracked progress
toward milestone deliverables for art, design, and engineering for the
first two years of the project
- Reviewed and improved
project development processes, including establishing the bug lifecycle
pattern for DDO
- Coordinated DDO
external combat preview test 2005, noted by the CTO as "the new standard
for external tests of Turbine software"
- Awarded Turbine's 2005
"Ace of the Year" award for job performance
Lead Engineer (2002
- 2003)
New Project Development Team
- Key player on a four
person team working with Turbine's CEO to develop game pitches
- Created both the Lord
of the Rings Online and Dungeons and Dragons Online pitches, resulting in
the signing of two multi-million dollar project deals
Senior Engineer (2002)
Asheron's Call 2: Fallen Kings
- Participated in the creation,
review and revision of the Technical Design Document
- Developed code to
support the game
- Provided technical
expertise through mentoring and code reviews
Lead Engineer (2001)
Asheron's Call: Dark Majesty (expansion pack for Asheron's Call)
- Oversaw all technical
aspects of the product, in addition to writing code
- Worked closely with
Producer and Lead Designer to develop product vision
- Managed the team of 4
engineers for the duration of the project
- Built and maintained
project engineering schedule
Senior Engineer (2000)
Turbine Technology Licensing Effort
- Lead 3 person
licensing engineering team
- Developed licensing
engineering schedule
- Built documentation
for external partners
- Coordinated
communication with external partners
Staff Engineer (1998-2000)
Asheron's Call (dev and live teams)
- Coded numerous game
systems, such as vendors, crafting, and spell casting
- Wrote code as part of
the live team for the monthly code and content releases of Asheron's Call
Publications:
Massively Multiplayer Game Development 2 (2005)
"Great in Theory:
Examining the Gap Between System Design Theory and Reality", p165
"MMP Engineering Pitfalls":, p 277
Game
Programming Gems 4 (2004)
"Efficient MMP Game State Storage", p 555
Production
Section of IGDA 2004 Persistent Worlds Whitepaper
http://www.igda.org/online/IGDA_PSW_Whitepaper_2004.pdf
Game
Developer's Conference Lecture (2002)
"Massively-Multiplayer Gameplay System Implementation"
Game Developer's Conference Lecture (2009)
"Game Development 2.0: Moving From a Boxed Product to a Service-Based Model"
Education
B. S. in
Computer Science: 1998, 3.7 GPA
Brown
University, Providence, RI