Senior Engine Programmer
Austin, Texas Metropolitan Area
Unannounced Title (PC Prototype).• Created a hot-swappable DX11 material (shader) runtime system and art pipeline.• Ported the particle system to new engine, including:--- Updated the rendering to DX11.--- Made the runtime content hot-swappable.--- Created a new content pipeline.• Prototyped a Qt based level editor.Starhawk (PS3).• Created a system to manage lightweight decorative objects. --- 350,000 objects used 3MB of memory, less than 1 ms each of SPU and CPU time.--- Collaborated with the Lead Terrain Artist to determine needed improvements to the art pipeline and implemented them.• Took sole ownership of the particle system and art pipeline.--- Worked with the Lead SFX Artist to determine needed features and implemented them.--- E.g. Added the ability to use an arbitrary fixed mesh to control an emitters shape.• Solely responsible for integrating Sony’s Edge geometry optimization technology into the engine and tools.• Implemented solutions for parallelization of bottlenecks through distributed job creation, hand scheduling, and more.• Implemented asynchronous file loading using Sony’s Fios Library.