Maxim Garber

send_this_to_max@hotmail.com

http://www.maxgarber.com

 

 

 

 

 

Work Experience

balanced worlds, Beijing, China

http://www.balancedworlds.com/
Chief Technical Officer, January 2007 – present

-          As a co-founder and CTO of Balanced Worlds I oversee the technology development at the company.


Insomniac Games, Burbank CA

http://www.insomniacgames.com/
Lead Programmer, May 2005 – January 2007

-          Managed the 7 member gamplay systems team on Resistance: Fall of Man, a launch title for the Playstation3, to be released in the fall of 2006.

-          Planned and scheduled programmers working on our proprietary physics engine, effects conduit system, HUD and UI, procedural glass, and procedural hose systems.

-          Introduced several improvements to scheduling and accountability practices to improve the efficiency, moral and cohesiveness of the team.

-          Personally programmed various gameplay systems including articulated body physics, inverse kinematics, and a large creature AI.

Gameplay Programmer, March 2003 – May 2005

-          In preproduction on Resistance: Fall of Man, for the Playstation3, I prototyped a deformable metal system, ripping cloth simulation, a water surface simulation, and procedural arm and leg inverse kinematics for both human and alien characters.

-          On Ratchet and Clank: Up Your Arsenal, for the Playstation2, released November 2004, I wrote the AI and special effects for enemy troopers and sewer dwelling aliens. I also implemented a dynamic rope simulation for a plasma whip used by enemies.

-          On Ratchet and Clank: Going Commando for the Playstation2, released November 2003, I was responsible for coding all of the enemy AI, the game logic, and all enemy and level specific special effects for one complete level and the two arena segments.

 
Rockstar San Diego - Angel Studios, Carlsbad CA

http://www.angelstudios.com/

Gameplay Programmer, May 2002 – August 2002

-          Developed an R&D demo for a novel large-scale battle game concept, using simulation level of detail, hierarchical unit control, and steering behaviors for high-speed flying vehicles.

-          Contributed to Spy Hunter 2 for the Playstation2, by adding visual levels of detail to dynamic water simulation, and improving boat and water physics interaction.

 

Solworks, Carlsbad CA

Physics and AI Development Programmer, May 2001 – August 2001

-          Worked on 989 Sports' NHL FaceOff 2003 for Playstation2.

-          Implemented real-time cloth simulation for the hockey net.

-          Developed an effective and realistic target interception routine for AI hockey players.

-          Redesigned the defense AI system to incorporate more accurate hockey team play.

University of North Carolina, Chapel Hill NC

Research Assistant, UNC Geometry Group (Gamma), August 2000 – December 2002

-          Worked on automatic path planning for avatars in large 3D virtual environments.

-          Developed Constraint-Based Motion Planning, a system for interactive path planning and control of rigid and articulated objects in dynamic environments.

-          Incorporated articulated objects and potential field physics into vPlan, a 3D motion planning system.

 

York University, Toronto ON

http://www.cs.yorku.ca/

Computer Science Research Assistant, May 1999 – September 1999

-          Implemented a predictive, video-based, tracking system to allow multi-user interaction with a virtual environment using laser pointers

Mathematics Research Assistant, May 1999 – September 1999

-          Applied projective geometry and Grassman algebra to study of rigid structures in the 2D and 3D.

 

Education

University of North Carolina, Chapel Hill NC

Masters of Science, Computer Science, May 2002

Accepted to the PhD program, May 2002

-          Research Advisor: Ming C. Lin

-          Area of Study: 3D graphics, physics simulation, game engine design, and geometric algorithms.

 
York University, Toronto ON

Bachelor of Science with Distinction, May 2000
Honors Double Major in Computer Science and Pure Mathematics

-          GPA: 3.94  (out of 4.0)

-          Area of Study: computer graphics, artificial intelligence, geometry, real analysis, abstract algebra, vector calculus 

-          GRE score in the 90th percentile: Verbal - 600, Quantitative - 790, Analytical – 700
Computer Science Subject Test - 820

 

Earl Haig Secondary School, Toronto ON

Graduated June 1996

-          Grade Average: 94%, Dean’s Honor Role

-          Academy program for gifted students

-          Drama major in the Claude Watson Art Program

 

 

 

 

Scholarships and awards

Game Developers Conference IGDA Student Scholarship 2001, York University Faculty of Science Gold Medal 2000, Irvine R. Pounder Award (top student in mathematics) 1999 & 2000, Norman Bethune Master's Prize 2000, Allen S. Berg Computer Science Award 2000, York University Continuing Student Scholarship 1997, 1998, & 1999, Undergraduate Summer Research Award 1998 & 1999, Denise Hobbins Award (highest grade in Physics) 1997, York University Entrance Scholarship 1996, York University Science Scholarship 1996.

 

 

 

 

 

Hobbies

 

Art:

Making sculpture, Refinishing furniture, Playing the drums

 

Martial Arts:

Tae Kwon-Do 3rd degree black belt, Kickboxing, Escrima (Filipino Stick Fighting), Brazilian Jiu Jitsu.

 

Travel:

10 days in Tibet, 2 weeks in Thailand and Cambodia, 19 days exploring mainland China, 10 days backpacking in southern Spain, 1 week in Mexico, 1 week in Russia, 1 week in southern France, 1 week in Germany, 2 month tour of 17 European countries, 4 weeks touring France, 2 weeks in Sicily, 2 weeks in Greece and Italy