Work Experience:
I've worked in the video game industry for over 17 years. In that time I've worked at 3 companies. First at Osiris Studios, then at Sony Computer Entertainment of America, and now currently at Farsight Studios.
In my 13 years at FarSight Studios, I've worked on numerous titles on various platforms. There are various games released by the studio (eg: Hotel for Dogs, Vacation Isle, and Brunswick Bowling)
that, while I didn't work on them directly, my work in the engine, tools, and framework code was used in the development of said games.
Before FarSight Studios, I worked at Sony Computer Entertainment of America in the Network Platform and US Technology Group. These groups mostly focused on apps and software for various
PlayStation related hardware.
And before SCEA, I worked for a small game studio Osiris Studios. I worked there as a Jr. Programmer doing various tasks. Essentially anything no one else wanted to do. Osiris Studios went
out of business when the publisher, Acclaim, went bankrupt.
Sep, 2005 — Present FarSight Studios, Inc. Big Bear Lake, CA
Lead Pinball Engine/Gameplay and Lead Xbox 360/PC Programmer
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Pinball Arcade (Jan 2012) (Xbox 360, PC, OSX, iOS, PS3, PS4, Vita, Android) - Developed a pinball framework for our
latest pinball game. The new framework was written from the ground up using my previous experience on pinball games. The new framework
allows us to implement pinball tables quickly. Also lead on XBox 360/XBLA and Steam/PC version. In charge of all Xbox 360/XBLA related
tasks as well as all Steam/PC tasks.
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Stern Pinball Arcade (Dec 2017) (PC, Gear VR, Soon on Occulus Rift) - Updated our Pinball Framework to work with new
modern pinball tables. Many of these tables we compile the actual machine's code in them instead of emulating. This required some changes to our
framework. Also handled the Steam/PC release of this product.
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Stern Pinball Arcade / Pinball Arcade- Work on Pinball is ongoing. Adding new tables, fixing bugs, adding new features, etc.
Lead Programmer
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The Party Arcade (Oct 2018)(Nintendo Switch)- Implemented motion controls, gameplay, features, bug fixes and UI. First title using Unreal Engine.
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Game Party In Motion (Xbox 360 Kinect)- Delegate tasks to 4 programmers, implement the Kinect control system, Kinect
Identity, and Avatars. New system for handling one large environment, Scripting system using Lua
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Game Party 3 (Wii)- Managed 2 programmers. Further improved the controls, implemented more mini games, and updated
environments, along with other features requested by the publisher.
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Game Party 2 (Wii) - Managed 1 other programmer. Delegated tasks to the other programmer. Implemented the front end,
some of the mini games, environments, and updated the controls to work better.
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Pinball Hall of Fame: The Gottlieb Collection (Wii) - Updated previous shipped title for US submission.
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Pinball Hall of Fame: The Williams Collection (Xbox 360, PS3) - Ported to the new hardware, implementing 3 new tables
along with hooking in an emulation system (done by a contractor) for emulating the real tables. Also implemented platform specific
functionality like Leaderboards, Achievements, Trophies, etc.
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Pinball Hall of Fame: The Williams Collection (3DS) - Port to the Nintendo 3DS system, implement all new menu system
(touch based with new graphics)
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Jibbi (Play TV) - Developed tools and code that was interchangeable with Skateboarding. Tools included Flash parser,
Image converter, and Script Parser. Implemented all gameplay.
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Skateboarding (Play TV)- Developed at same time as Jibbi. Implemented tools and gameplay.
Sr. Programmer
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Backyard Baseball 2010 (Wii, PS2, PC) - Added minor features, added new players, updated front end and bug fixing.
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Backyard Football 2010 (Wii, PS2, PC) - Added minor features, added new players, updated front end and bug fixing.
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Backyard Baseball 2009 (Wii, PC) - Implemented the front end, season mode, player databases, and simulation of games you
don't play. There was a lot of code re-use for the front end from the Backyard Football game.
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Backyard Football 2009 (Wii, PS2, PC) - Added minor features, added new players, updated front end and bug fixing.
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Pinball Hall of Fame: The Williams Collection (PS2, PSP, Wii) Implemented front end, 5 of the pinball tables, the DJ
system, and saving/loading.
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Backyard Football (Wii, DS, PS2, PC) - Implemented the front end, season mode, player databases, and simulation of games
you don't play.
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Hard Rock Casino (PS2) - Came on at the end of the project, helped fix bugs and implement small features
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Scarface: Money, Power, Respect. (PSP) - Came on the middle of the project, helped implement game features.
Mar, 2001 — July, 2005 Sony Computer Entertainment Of America Foster City, CA
Software Engineer
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Co-Developed a new concept for an On Screen Keyboard, which is Patented. http://www.google.sc/patents/WO2004063918A2
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Startup CD for release with Network Adaptor.
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Worked on Native Broadband Navigator (NBN). A cross style menu system and media applications.
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Worked on the NBN for PlayStation® 2 HDD and 64MB Memory Card and a version of the NBN for the PSX that shipped in Japan.
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Worked on framework components. Memory card, remote control, texture, network and UI component libraries are some examples.
Oct, 2000 — Jan, 2001 Osiris Studios, Inc. Santa Cruz, CA
Jr. Game Programmer
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Reported to lead programmer.
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Big Wave Surfing (Unpublished) for PlayStation® 2.
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Created Databases, Particle System, HUD, Some 3D graphics work.
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Some of my work at FarSight Studios.
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