Program
Manager (Producer) - Forza Motorsport 2
·
Scheduling: Scheduled Sprint deliverables with art,
audio, and design teams and identified dev/cross functional
dependencies. Developed bottom up schedule derived from bug database
(with spreadsheets to dynamically forecast end date, account for per
person time buffer, and adjust for available resources). Created and
oversaw team-wide shutdown plan for key demos.
·
Task Management: Actively tracked deliverables and
dependencies with area leads. Briefly managed day to day work of
track art team. Created processes, outlined best practices, and
monitored compliance when necessary.
·
Communications: Frequently brought together
cross-functional groups to solve problems and close down on open
issues. Broadcast team wide and functional group status as needed.
·
Release Management: Coordinated releases with Xbox Certification to
ensure timely delivery of DLC and title updates.
·
Additionally, maxscripted after hours to expedite art
production and implement content validation before hiring tools dev.
Performance profiled tracks to drive work for artists when devs
unavailable.
| 2004 - Feb 2006 |
Microsoft
Game Studios - Digital Anvil |
Austin, TX |
Game
Designer - unreleased Xbox 360 title
·
Game Designer – Design: Created interactive
characters (state propagation, interruptible conversations, player
tracking, traffic). Designed internal tools. Generated 2 out of 6
scenes for the Green Light presentation. Wrote and directed all
dialogue for Green Light presentation.
·
Game Designer – Technical: Created scripts for design
and audio departments, facilitating data check in.
Game Designer -
unreleased Xbox 360 title
·
Game Designer – Design: Multiplayer game design (game
types, clan support, matchmaking, rankings, stat logging). Worked
with MGS User Research investigating usability of core features and
game theories. Lead investigation into frequency of interactions and
level size.
·
Additionally, generated macro schedule for multiplayer from
pre-production to release, worked with project manager allocating
multiplayer headcount along generated timeline.
| 2003 - 2004 |
Acclaim
Entertainment |
Austin, TX |
Game
Designer - The Red Star
·
Game Designer: Level/mission design, mission scripting,
real time cinematics scripting, collision mesh construction for
nearly all levels.
·
Technical Artist/Designer: Collaborated with a tech
artist to write scripts automatically culling non-visible polygons
in levels and creating scripts to perform data validation.
| 2002 - 2003 |
Microsoft
Game Studios - Digital Anvil |
Austin, TX |
Game Designer -
Brute Force
·
Game Designer – Single Player: Level/mission design,
mission scripting, real time cinematics scripting.
·
Game Designer – Deathmatch and Squad Deathmatch:
Primary designer on multiplayer, level design, game mechanics,
character/game balance.
·
Additionally developed a mathematical system for
rebalancing the single player game on Brute Force, completing
subsequent balance iterations in an hour through the system.
| 1999 - 2002 |
Wolfpack
Studios |
Austin, TX |
Director of
Motion Capture/Lead Animator - Shadowbane
·
Motion Capture Director: Developed a custom pipeline
for Shadowbane. Shot, retargeted, and cleaned up all the motions for
Shadowbane. Developed groundbreaking retargeting of human motions to
non-human creatures.
·
Lead Animator: Scheduled all animation tasks for
Shadowbane. Produced all animations for creatures in Shadowbane and
executed the schedule without a single missed deadline.
·
Additionally, wrote Maxscripts cutting development time.
Remodeled and retextured the third pass on the base human female
character. Body actor for the majority of the motion capture sessions.
| 1998 - 1999 |
Eclipse
Entertainment |
Austin, TX |
Animator/Systems Administrator
·
3D Animator: Learned 3DS Max’s Character Studio and
produced a full combat set for the main character of the game within
week of introduction to the tools.
·
Web Administrator: Maintained and updated the company
web page, graphics design for interactive web applications.
·
Network System Administrator: Configured the
server/mail server and all systems introduced to the network.
·
Hardware/Software Technician: Custom designed and built
systems. Maintained and repaired systems and components on all
systems.