Microsoft Games Studios Vancouver
September 2007 to Present
Principal Software Engineer
- First engineer hired at BigPark, which was founded in 2007
- BigPark was purchased by Microsoft in June 2009
- Game Engine Architect on nextgen-ready BigPark engine
- Multi-core from the ground up
- Component-based, multi-threaded Entity System with built-in replay capabilities
- This engine was subsequently adopted by Rare, UK
- Physics Engineer on all Joy Ride titles
- Sophisticated, highly customizable vehicle dynamics engine marrying detailed physics and arcade gameplay
- Lead Programmer, JoyRide Kinect, JoyRide Free-To-Play (shelved)
- Lead Programmer, Wizard Defense (www.wizarddefense.com)
Electronic Arts
March 2004 to September 2007
Senior Software Engineer
- Physics Programmer and Engine Architect on unannounced 3rd person action shooter (cancelled)
- Build cutting-edge scene-analysis system to allow character to auto-navigate an arbitrary world without markup
- State-of-the-art powered ragdoll mechanism
- Designed and implemented component-based, multi-core Entity system with built-in replay capabilities
- Physics/Ragdoll and Systems Programmer on NBA Live 2006 (Xbox360)
- Designed and implemented Powered Ragdoll system used to improve the look of the player interations without affecting animation fidelity
- Physics and Engine Programmer on unannounced skating game (cancelled)
- General Programmer, Trouble Shooter, Tricky Bug fixer on Def Jam Fight for New York
Climax Studios Brighton
April 2000 to March 2004
Lead Software Engineer
- Physics Programmer
- Designed and built the Dyne Physics Engine, used in all Climax titles
- Implemented arcade-style car physics used in multiple Climax racing games
- Implemented motorcycle physics engine for the highly-acclaimed MotoGP series on Xbox (and subsequently Xbox360)
- Core Technology Lead
- Designed and implemented significant parts of the Blimey Game Engine, used in the majority of Climax titles
- Lead Programmer on Rally Fusion (XBox, PS2, Gamecube)
- Various programming roles on multiple racing titles
Acclaim Entertainment London
January 1998 to April 2000
Software Engineer
- Physics, Frontend, Effects Programmer on Re-Volt (PC, PS1, N64, DC)
Crush!
September 1997 to December 1997
Software Engineer
- First job after finishing my PhD
- Studio was closed down just after I started!
University of London
September 1994 to September 1997
- PhD, Physics: Quantum Mechanical Simulation of the Scanning Tunnelling Microsocpe
Univeristy of Durham
September 1991 to June 1994
- BSc, Physics (1st Class Honours)
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