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 Playstation3ิ, 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 Playstation3ิ,
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 Playstation2ิ,
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 Playstation2ิ,
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/
-
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 Playstation2ิ,
by adding visual levels of detail to dynamic water simulation, and improving boat
and water physics interaction.
Solworks, Carlsbad CA
-
Worked on 989 Sports' NHL FaceOff 2003 for
Playstation2ิ.
-
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.
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