{"id":174,"date":"2011-11-08T22:41:31","date_gmt":"2011-11-09T06:41:31","guid":{"rendered":"http:\/\/jccaulfield.com\/blog\/?page_id=174"},"modified":"2012-03-25T17:11:08","modified_gmt":"2012-03-26T01:11:08","slug":"history","status":"publish","type":"page","link":"http:\/\/jccaulfield.com\/blog\/history\/","title":{"rendered":"Employment History"},"content":{"rendered":"<h3>Microsoft Games Studios Vancouver<\/h3>\n<h4>September 2007 to Present<\/h4>\n<h5>Principal Software Engineer<\/h5>\n<ul>\n<li>First engineer hired at BigPark, which was founded in 2007<\/li>\n<ul>\n<li>BigPark was purchased by Microsoft in June 2009<\/li>\n<\/ul>\n<li>Game Engine Architect on nextgen-ready BigPark engine<\/li>\n<ul>\n<li>Multi-core from the ground up<\/li>\n<li>Component-based, multi-threaded Entity System with built-in replay capabilities<\/li>\n<li>This engine was subsequently adopted by Rare, UK<\/li>\n<\/ul>\n<li>Physics Engineer on all Joy Ride titles<\/li>\n<ul>\n<li>Sophisticated, highly customizable vehicle dynamics engine marrying detailed physics and arcade gameplay<\/li>\n<\/ul>\n<li>Lead Programmer, JoyRide Kinect, JoyRide Free-To-Play (shelved)<\/li>\n<li>Lead Programmer, Wizard Defense (<a title=\"www.wizarddefense.com\" href=\"http:\/\/www.wizarddefense.com\">www.wizarddefense.com<\/a>)<\/li>\n<\/ul>\n<h3>Electronic Arts<\/h3>\n<h4>March 2004 to September 2007<\/h4>\n<h5>Senior Software Engineer<\/h5>\n<ul>\n<li>Physics Programmer and Engine Architect on unannounced 3rd person action shooter (cancelled)<\/li>\n<ul>\n<li>Build cutting-edge scene-analysis system to allow character to auto-navigate an arbitrary world without markup<\/li>\n<li>State-of-the-art powered ragdoll mechanism<\/li>\n<li>Designed and implemented component-based, multi-core Entity system with built-in replay capabilities<\/li>\n<\/ul>\n<li>Physics\/Ragdoll and Systems Programmer on NBA Live 2006 (Xbox360)<\/li>\n<ul>\n<li>Designed and implemented Powered Ragdoll system used to improve the look of the player interations without affecting animation fidelity<\/li>\n<\/ul>\n<li>Physics and Engine Programmer on unannounced skating game (cancelled)<\/li>\n<li>General Programmer, Trouble Shooter, Tricky Bug fixer on Def Jam Fight for New York<\/li>\n<\/ul>\n<h3>Climax Studios Brighton<\/h3>\n<h4>April 2000 to March 2004<\/h4>\n<h5>Lead Software Engineer<\/h5>\n<ul>\n<li>Physics Programmer<\/li>\n<ul>\n<li>Designed and built the Dyne Physics Engine, used in all Climax titles<\/li>\n<li>Implemented arcade-style car physics used in multiple Climax racing games<\/li>\n<li>Implemented motorcycle physics engine for the highly-acclaimed MotoGP series on Xbox (and subsequently Xbox360)<\/li>\n<\/ul>\n<li>Core Technology Lead<\/li>\n<ul>\n<li>Designed and implemented significant parts of the Blimey Game Engine, used in the majority of Climax titles<\/li>\n<\/ul>\n<li>Lead Programmer on Rally Fusion (XBox, PS2, Gamecube)<\/li>\n<li>Various programming roles on multiple racing titles<\/li>\n<\/ul>\n<h3>Acclaim Entertainment London<\/h3>\n<h4>January 1998 to April 2000<\/h4>\n<h5>Software Engineer<\/h5>\n<ul>\n<li>Physics, Frontend, Effects Programmer on Re-Volt (PC, PS1, N64, DC)<\/li>\n<\/ul>\n<h3>Crush!<\/h3>\n<h4>September 1997 to December 1997<\/h4>\n<h5>Software Engineer<\/h5>\n<ul>\n<li>First job after finishing my PhD<\/li>\n<li>Studio was closed down just after I started!<\/li>\n<\/ul>\n<h3>University of London<\/h3>\n<h4>September 1994 to September 1997<\/h4>\n<ul>\n<li>PhD, Physics: Quantum Mechanical Simulation of the Scanning Tunnelling Microsocpe<\/li>\n<\/ul>\n<h3>Univeristy of Durham<\/h3>\n<h4>September 1991 to June 1994<\/h4>\n<ul>\n<li>BSc, Physics (1st Class Honours)<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":1,"comment_status":"open","ping_status":"open","template":"","meta":{"footnotes":""},"class_list":["post-174","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"http:\/\/jccaulfield.com\/blog\/wp-json\/wp\/v2\/pages\/174","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/jccaulfield.com\/blog\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/jccaulfield.com\/blog\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/jccaulfield.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/jccaulfield.com\/blog\/wp-json\/wp\/v2\/comments?post=174"}],"version-history":[{"count":10,"href":"http:\/\/jccaulfield.com\/blog\/wp-json\/wp\/v2\/pages\/174\/revisions"}],"predecessor-version":[{"id":311,"href":"http:\/\/jccaulfield.com\/blog\/wp-json\/wp\/v2\/pages\/174\/revisions\/311"}],"wp:attachment":[{"href":"http:\/\/jccaulfield.com\/blog\/wp-json\/wp\/v2\/media?parent=174"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}