Technical Director
Petroglyph Games, LLC
10/2011 – present
Currently serving as one of the studio's Technical Directors while maintaining the role of the Lead Engineer on the EoN project.
Lead Engineer
Petroglyph Games, LLC
02/2009 – present
Started as a Lead Gameplay Engineer and was later promoted to a Lead Engineer on the “End of Nations” MMORTS title. For this project Petroglyph built a new engine using three-tier client-server architecture.
Responsibilities included:
- Input on architecture for all gameplay systems (e.g. monikers, action-condition)
- Implementation of a number of gameplay systems (e.g. unit behaviors, aggro)
- Overseeing conversion of legacy technologies to new paradigms (e.g. server authority, XML to DB, persistence-authoritative operations, LUA-based GUI)
- Creating and/or advocating new intra- and cross-department processes necessary due to the increased project scope (e.g. multiple Perforce branches, documentation process, feature request/delivery process)
- Defining technical milestones, creating schedules, managing tasks and priorities for the team of about 20 engineers; working with other departments to meet project goals.
Lead Gameplay Engineer
Petroglyph Games, LLC
06/2008 – 02/2009
Worked as a lead engineer on a small strike team to create a gameplay prototype for a “first of its kind” MMORTS game using Petroglyph’s pre-existing proprietary peer-to-peer engine. Based on the prototype the company went on to sign a contract for the “End of Nation” MMORTS title currently in development.
Game Engineer
Petroglyph Games, LLC
2004 – 2008
Worked on "Star Wars: Empire at War" and "Universe at War" game series. Due to a very small team size got a chance to work on most areas of the engine.
Architected and Implemented:
- Achievements and Scoring System
- Radar map
- Surface effects
- Weather system
Worked on Gameplay:
- Units (abilities, behaviors, effects, SFX, locomotors)
- Effect, Ability, Behavior and Attribute systems
- Targeting
- Research tree
- Internationalization and Localization (IME)
- Input (mouse, keyboard, controller)
- Save/load code
Worked on Graphics:
- Particle system
- 3D primitives: terrain threads (shorelines), tracks, decals, shadow blobs, laser kites, laser beams, lightning
Worked on Tools:
- Particle Editor
- Terrain Editor
- Asset Viewer
- 3DS Max plug-ins
Research Associate
University of Nevada, Las Vegas
2002 - 2004
NASA Virtual GloveBoX (VGX) Project
- Motion detection, object detection, feature extraction algorithms
- Parallel image processing (MMX), 3D Modeling (OpenGL, DirectX)
- Several published papers
Freelance
2002 - 2003
DICOM file format, DICOM Medical Image Viewer Implementation