January 2007 to Present - Chief Technical OfficerBalanced Worlds, Beijing China Christopher Pfeiffer and I are laying the foundation of our new game studio that will begin operations around June 2007 in Beijing, China. In preparation, I am planning the technical infrastructure, and moving to Beijing to start operations. The name “Balanced Worlds” symbolizes our core values. We strive to
harmoniously balance eastern and western business practices, talent, and
culture, to create games that carefully balance innovation and mass market
appeal. We know that successful studios must have a strong dedication to
work-life balance. Our goal is to establish a highly creative studio where
we retain key employees by providing the best work environment in the
industry. |
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Spring 2005 to January 2007 - Lead ProgrammerAs a lead programmer at Insomniac I managed the seven member gameplay systems team for Resistance: Fall Of Man, a launch title for the Sony Playstation3. The team was responsible for developing our proprietary physics engine, the inverse kinematics system, the effects conduit, the HUD and UI, breakable objects, dynamic glass and simulated flexible hoses. I was involved in planning and scheduling the team's work, handling programmer reviews, managing sweeping code projects to get the game with its memory and performance budgets, and organizing technology transitions to keep pace with the Playstation3 launch. I introduced several improvements to the scheduling and goal tracking processes to encourage efficiency, fairness, accountability, and a sense of team morale. As a programmer I implemented several key gameplay systems including inverse kinematics for dynamic foot placement on uneven terrain and an enemy artificial intelligence. With the completion of Resistance, I transitioned onto a new game project at Insomniac as the lead of the gameplay programming team. |
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Spring 2003 to Spring 2005 - Gameplay ProgrammerInsomniac Games, Burbank CAInsomniac Games is a game development studio located in Burbank, California. Insomniac has created some of the most memorable games for the Sony Playstation and Playstation 2, including the first 3 games in the Spyro the Dragon series for the Playstation, the Ratchet and Clank series for the Playstation2, and the upcoming Resistance: Fall Of Man for the Playstation3. My first job at Insomniac was working as a gameplay programmer
on Ratchet and Clank: Going Commando, developing the enemy AI, game logic,
and level specific special effects for one level and two arena challenges
in the game. On Ratchet and Clank: Up Your Arsenal I worked on enemy AI
and effects for the robot troopers and sewer dwelling aliens, as well as
creating a dynamic whip simulation for the enemies in the arena. Next I
began working on the pre-production team for Resistance: Fall Of Man, for
the Playstation3. I developed several key gameplay systems and worked on
some prototype next-generation technology such as the joint formulation
for our proprietary physics engine, a deformable metal simulation, a
ripping cloth simulation, a water surface simulation with cresting waves,
and dynamic inverse kinematics for arms and legs of animating alien and
humanoid characters. |
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Summer 2002 - ProgrammerAngel Studios, Carlsbad CAAngel is a game company based in the Carlsbad area, north of San Diego. They develop games for the many platforms, including the Sony Playstation 2, Microsoft XBox and Nintendo GameCube. I started my internship at Angel by working in their R&D group, where I developed a demo for a novel large-scale battle game concept, using simulation level of detail, hierarchical unit control, and steering behaviors for high speed non-holonomic vehicles. Next I worked on the programming team for Spyhunter 2 for the Playstation 2, where I added visual levels of detail to a dynamic water simulation, and improved the water physics interaction.
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Fall 2000 to Winter 2002 - Research AssistantUniversity of North Carolina at Chapel HillAs a research assistant for the Gamma research group at UNC, I have worked on several projects in the area of motion planning and physical simulation. I have worked on several project with my advisor Prof. Ming C. Lin, including:
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Summer 2001 - ProgrammerSolworks, Carlsbad CASolworks is a video game company based near San Diego, which specializes
in games for the PlayStation 2. I spent 3 months there as a programming
intern. During my time there I worked on the NHL FaceOff franchise of games.
I developed a real time simulation for the cloth at the back of the hockey
nets. To do this I implemented a paper published in the Game Developers Conference
2001 with several modifications and tweaks to integrate the system into the
game and make it as fast as possible for our purposes. The simulation works
in gameplay and in instant replay mode and only activates when the puck hits
the net fabric. When active, the simulation takes less than 1/10th of
a frame, with the game running at 30 frames per second. As my second project
at Solworks, I redeveloped much of the Artificial Intelligence controlling
hockey players in defensive roles. This involved creating a new method for
tracking and intercepting opponents and also redesigning the state machine
that coordinates an entire team's defense behavior. |
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Fall 1998 to Spring 2000 - Teaching Assistant & Research AssistantYork University, Toronto CanadaWhile I was an undergraduate at York I worked as a teaching and research
assistant in the Computer Science department and as a research assistant
in the Mathematics department. As a research assistant for the computer
science department I implemented a tracking system to allow multi-user interaction
with a virtual environment using laser pointers. This involved programming
video capture and processing using DirectX under Windows NT. In the mathematics
department I worked on the application of projective geometry and Grassman
algebra to the study of rigid structures in the 2D and 3D. |
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Summer 1999 - ProgrammerDrastic Technologies, Etobicoke ON CanadaDrastic Technologies develops high end digital video systems for
broadcast applications. During my summer there I created an audio test signal
generator to evaluate the quality of an audio set-up and was exposed to large
scale projects and code reuse. |
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Spring 1995 to Fall 1999 - Programmer and Web Site ManagerForefront Graphics Corporation, Toronto CanadaI worked at Forefront Graphics for almost 5 years on a part time
basis beginning in my last year of high school. My position began with maintaining
the company's web site and price lists, but evolved to include programming
useful administrative applications as my programming skills developed. Forefront
gave me a great opportunity to work during the school year, by allowing very
flexible hours so that I could concentrate on school. |