Contact Info
Games Industry Veteran Developer/Manager looking to re-invent myself, pivoting to being Web Developer. 20+ years of development and management experience have given me the opportunity to see large and small projects through from beginning to end. As a Game Programmer, I've seen and used many different code bases and frameworks that I've adapted to. As a Web Developer I've studied and used many different technologies, and continue to expand my knowledge. My goal is to do a great job for you, creating, maintaining or expanding your current website(s).
California State University, Long Beach
Bachelor of Science, Electrical Engineering
Skills: Git · React.js · JavaScript · IntelliJ IDEA · Mongo
Progressive background, promoted several times to ultimately take over the mobile engineering team as Technical Manager (top engineer in the department), leading a team of client and backend engineers working on multiple projects as well as overseeing technology for external developers. Worked collaboratively with producers providing technical guidance and support, evaluated software and vendor capabilities with potential partners.
Hired as one of the first engineers with Namco Networks, tasked with translating apps written in J2ME to BREW/C++ for legacy and original game titles.
Analyzed current software and worked with leaders across multiple departments, serving as an advisor and providing recommendation to increase the flexibility of technologies used.
Notable Contributions:
Instituted BREW platform at Namco Networks. Trained self on the job with mobile technology to become resident BREW expert. Built and managed team of engineers responsible for developing and maintaining legacy games in BREW/C++.
Managed a team of engineers to adapt/port games to scores of feature phones. Successfully ported over 20 games to hundreds of handheld devices. Games included: PAC-MAN (over 30 million US BREW downloads as of 2010), Ms. PAC-MAN, Galaga, Super PAC-MAN, Scene It? Movies, Tekken 3D, Time Crisis 3D, Final Fantasy I and II, Pole Position iPod Classic.
Recognized by senior management as an innovative and efficient leader, promoted several times ahead of peers.
Highest-ranking engineer in the mobile group for 4+ years. Managed iOS and Android engineers, a DevOps group, and external developers’ engineering efforts. Advised many internal and external game development efforts, with titles including: PAC-MAN iOS, PAC-MAN Tournaments Android, Ridge Racer Slipstream, Outcast Odyssey, Rocket Fox.
Became resident expert in managing the Apple platforms ecosystem. Gained working knowledge for various multi-platform game engine technologies, including Unity and Cocos2dx.
Developed the online N-Gage Arena component of Sega's game: "Pocket Kingdom: 0wn the World" (sic). Worked directly with the Nokia Arena SDK team as the Arena architecture was being developed, to help craft the SDK for developers, and to help make Pocket Kingdom one of the top mobile games of 2004. Pocket Kingdom also was claimed to be the world’s first global, massively multiplayer mobile game.
2004 GameSpy Game of the Year-winner
Later worked with the N-Gage Community SDK team, writing a sample networked chess game that implemented the API fully, and shipped with the SDK. Wrote formal documentation and heavily commented the sample code to show developers how to use the API.
Worked on the gameplay engineering team for 2 iterations of Sega's console baseball game efforts. Focused on AI animation flow for the players on the field. Worked closely with Technical Artists, and also attended and advised during motion capture sessions.