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Foundation 9, Amaze Studio: Feb 2007 - Mar 2009
After moving back to Seattle, I went back to Amaze Entertainment, now a Foundation 9 studio. I took on the role of Development Manager, working alongside a producer dealing with the logistics of the projects. I was in charge of the project budget, schedules, and assisting the producer in keeping the team motivated an on task. I worked in this capacity throughout a couple of projects (Shrek 3 and Where the Wild Things Are). I then took on the position of Senior Studio Resource Manager. I was in charge of the entire studio budget, all studio outsourcing (setting up contracts, managing payments, and choosing outsource partners), and resource aquisition and deployment. I left in March to take a year off and explore the world.
Ideaworks3D: Jun 2005 - Aug 2006
I joined Ideaworks3D during the making of Sims2 Mobile. I was brought on as a programmer to finish the design and implementation of the main game scripting system, based on the original Sims tool Edith. I then moved on to lead the programming team for the project's small game versions. After the Sims2Mobile project I moved over to production and assisted in pitch documents. I took over the System Rush: Evolution projet as the producer. The project was put on hold, due to hardware release delays. I moved back to Seattle shortly after this, thus ending my opportunity to continue on with Ideaworks3D. System Rush: Evolution was released a year later.
Contract developer: Jan 2004 - Jun 2005
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.
Amaze Entertainment: Aug 2000 - Dec 2003
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
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).
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