B.Math (Computer Science, Honours)
B.A (Fine Arts, Honours, Film)
I am currently working at Microsoft Game Studios (Good Science) as a Software Development Engineer. It is a new studio at MGS and its first project was the pack-in title for Kinect called Kinect Adventures. My duties are primarily in areas related to performance and stability. I've worked with the team to achieve our desired frame rate targets, reduce latency from the Kinect device to final render, and did primary work on eliminating crashes and soft locks in the product. My previous position was at Obsidian Entertainment as a lead technical engineer. My duties were fairly diverse and focused on engine design and implementation. I was responsible for primary work on the scene and render systems, as well as all system and system integration tasks. The engine was used in the cancelled Aliens RPG project and in Dungeon Siege 3. While at the same company I helped out the NWN2 team for the last eight months of production to get the game ready for shipping. While I did perform many fire fighting tasks, my focus was on getting the walk mesh, and the rendering time into a shipping state. Previously, I have worked at Terminal Reality (collision and physics), and Sunstorm Entertainment (engine). Shipping games that I've worked on include Alpha Protocol, Neverwinter Nights 2, Spy Hunter 3, Aeon Flux, and Bloodrayne 2. Technology that I built was used in Airport Tycoon 2. In terms of low budget/arcade titles, there were a couple that I worked on for Real Arcade, versions of breakout, mahjong and a pointifex clone (bridge builder). In addition to the above, I spent a year free lancing, and had a few short-term jobs through out university (co-op program) and during high school. I took my undergraduate degrees at the University of Waterloo in Ontario, Canada.
My career focus has been on engine technologies. I have spent over six years working in that area and I am looking forward to taking on new challenges, particularly in the application of physic technologies to the generation of render content. I have personal interests in programmatic animation, hair and cloth animation and rendering.
My pet programming project is on the left, what I call the Teikitu Gaming System. Started in 2002 I have started to post parts of it as I pretty-print it. My primary focus right now is pushing out a new collision library. I have personal issues with most of the publicly available collision systems available on the web and hope to fill in a few gaps that currently exist. Its a slow process, so patience will be required.