
Ideaworks3D: Jun.
2005 – Present
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I decided to join Ideaworks3D during the making of Sims2 Mobile. I was brought
on as a lead programmer for the projects smaller versions of the game. I have
since moved on to a Producer role, and am in the process of creating a new
title. The game was announced at E3 this year, System Rush: Evolution.
Contract developer:
Jan. 2004 – Jun. 2005
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As a contract programmer I worked on three titles: Sims2 Mobile (Ideaworks3D),
The Urbz for the Nintendo DS (Amaze Entertainment) and The Urbz for the Game
Boy Advance (Amaze Entertainment). For Sims2 Mobile, I assisted in writing the
scripting engine and autonomy for the connected verstion before deciding to
stick with Ideaworks3D as a lead programer on the other Sims2 Mobile versions.
For the Urbz games, I wrote code for the mini game system as well as most of
the mini games themselves.
Amaze
Entertainment: Aug. 2000 – Dec. 2003
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The first two months at Amaze was spent getting up to speed with their
programming style and asset management system. I was then promoted to a lead
position for my first GBA project in October, 2000. In this position I helped
code the basic game engine that is used in many of their GBA projects to date,
as well as developed Artificial Intelligence, User Interface and Random Item
Generation modules. I assisted in various design decisions throughout each
project, especially in the design and pre-production phases. As a lead
programmer, I finished five projects, four of which were top sellers (one
wasn’t released as the publisher ran into financial issues).
Nintendo of
America: Sep. 1989 - Aug. 2000
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From 1998-2000, I worked in Nintendo’s Developer Support Group. I was in charge
of aiding developers with Game Boy Color (GBC) related issues, and helped
prepare for the launch of the Game Boy Advance (GBA). I was also tasked with
aiding developers with any MusyX (a packaged sound engine for use by developers
and sound engineers) issues for all platforms at the time (Nintendo 64, GBA and
GBC). Before my work with the Developer Support Group, I was in the Engineering
Department where I aided in the localization of all developer-related documents
and tools. I created several install programs for the tools that were released
at that time. I also spent eighteen months as a tester in Nintendo’s Lot Check
group, testing every game that needed to be approved for release on all
released platforms (Nintendo 64, Super Nintendo, Visual Boy, GBA and GBC).
For a more
detailed biography, click here