Big Huge Games: Senior Programmer Baltimore, MD 3/03 - present
Unreleased iPhone Strategy Game (April 2009 – present):
•Using the Unity engine and existing art assets, I implemented the complete game from start to finish in C# and Objective C.
•Evaluated available iPhone middleware and explored options for developing our own engine.
•Researched current iPhone market conditions, platform technical capabilities, and proposed strategies for capitalizing on the opportunities presented by the platform without jeopardizing our existing projects.
•Developed game design documents and technical specifications for future iPhone titles.
Unreleased Console RPG (December 2008 – April 2009):
•Implemented combat, buffs, magic, and inventory systems.
•Evaluated technical design of existing game systems and suggested architectural improvements.
•Assisted lead programmer with the technical design, implementation, and coordination of game logic systems.
Unreleased Wii God Game (November 2007 – December 2008):
•Architected all AI and game logic. The gameplay revolved around a task-based system that required several different game characters to interact with each other in a way that conveyed a fully functional community.
•Tasked and managed a team of junior programmers.
•Worked closely with lead designer to assess technical feasibility of requested game systems, contributed design suggestions, and insured that all provided game systems met or exceeded the rapidly evolving requirements of the designers.
•Constantly evaluated methods to improve design iteration speed.
•Served as lead scripting mentor for all designers on the project.
Unreleased Console RPG (September 2007 – November 2007):
•Implemented a Lua based scripting system that featured automatic generation of C++ code needed to expose engine functionality to Lua.
•Wrote a platform independent RPC implementation for our engine.
•Architected and implemented a system for remote script-based automated testing.
Catan for Xbox Live Arcade (August 2006 - September 2007)
•Served as chief technical contact for passing Microsoft’s XBLA certification process.
•Implemented Xbox Live lobby and in-game functionality.
•Implemented multiplayer support.
Rise of Nations: Rise of Legends (June 2004 - August 2006)
•Architected and implemented a complete rewrite of our game engine multiplayer functionality.
•Designed and implemented online multiplayer lobbies using the GameSpy SDK. My system supported automated match making, friends lists, instant messaging, leader boards, a competitive rating system, stats tracking, clan support, and news feed.
•Designed user interface components for all multiplayer lobby features.
•Designed and implemented a web-based interface to multiplayer statistics and leader boards.
•Implemented multiple game systems.
Rise of Nations: Thrones and Patriots (May 2003 – June 2004)
•Used the GameSpy SDK to design, architect, and implement online multiplayer lobbies.
•Added support for NAT negotiation and improved multiplayer connectivity for players with NATs and firewalls.
•Improved the process of detecting and repairing multiplayer out of sync errors.
•Implemented multiple game systems.
•Created a system for distributing and installing game updates.
Rise of Nations (March 2003 – May 2003)
•Improved multiplayer stability and synchronicity.
•Fixed bugs in various game systems.
Powerhead Games: Game Programmer New York, NY 6/02 to 12/02
Legends of Wrestling II for GBA (September 2002 - November of 2002)
•Developed wrestler specific AI
Mary-Kate and Ashley: Sweet 16 Licensed to Drive for GBA (June 2002 – September 2002)
•Developed multi-player support, mini-games, and game logic.
Hyperspace Cowgirls: Game Programmer New York, NY 12/01 to 6/02
Spirit: Stallion of the Cimarron for GBA (December 2001 – May 2002)
•Developed AI and game logic.
Unplugged Games: Game Programmer New York, NY 3/01 to 10/01
•Developed game logic for wireless multiplayer games Void Raider and Ace of Aces. Both games were available on Sprint, AT&T, Altel, Telus, and Verizon Wireless Services.
•Developed persistence and community features for the MobileStage Game Platform, a carrier-grade, scalable, content-independent platform for the development of multiplayer wireless games.
Georgia Institute of Technology: Research Assistant Atlanta, GA 2/98 to 8/00
•Worked under the advisement of virtual communities researcher Dr. Amy Bruckman.
•Designed and implemented a kit for the construction of three-dimensional avatars for use in our own mathematics focused learning community.
•Participated in the design and implementation of a three-dimensional end-user programmable virtual environment for mathematical learning. I designed the server-side object representation, the prototype networking protocol, the client-side world representation, and performed preliminary research on a distributed version of the environment.