RELEVANT PROFESSIONAL EXPERIENCE
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Graphics Programmer |
February 2012–Present |
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Vicarious Visions |
Menands, NY |
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Alchemy |
February 2012–Present |
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Cross-platform game engine |
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- Designed a shader language supporting modern GPU features that is translated and compiled to compatible binaries on PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Wii U, and iOS.
- Implemented generic content streaming runtime and workflow for current and future projects.
- Created artist and designer facing tools for analyzing and optimizing memory usage of levels and characters.
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Skylanders: SuperChargers |
September 2015 |
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PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Wii U, iOS |
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- Designed a shader language supporting modern GPU features that can be compiled to all target platforms.
- Designed rendering architecture, from scene representation to GPU submission, optimized for multi-core platforms.
- Implemented a common abstraction layer interface used by the renderer for DirectX, OpenGL, Gnm, and Metal.
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Skylanders: Trap Team |
October 2014 |
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iOS, Android |
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- Implemented mobile renderer approximating the full console renderer with minimal content changes.
- Implemented scalable rendering features, tuned at runtime based on the mobile device, including geometry LOD, shader LOD, material complexity, and post-processing.
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Skylanders: Swap Force |
October 2013 |
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PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Wii U |
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- Profiled and optimized PlayStation 3, Xbox 360, and Wii U to achieve an average of 30 FPS across all levels.
- Created designer driven tools for identifying and optimizing GPU performance on target platforms.
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Skylanders: Battlegrounds |
November 2012 |
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iOS, Android |
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- Implemented renderer for Android and iOS that scaled from low-end phones to high performance tablets.
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Skylanders: Lost Islands |
October 2012 |
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iOS, Android |
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- Ported to Android phones and tablets.
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Graphics Programmer |
May–August 2010 |
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Google Summer of Code 2010–Crystal Space 3D |
www.crystalspace3d.org |
- Implemented and documented a deferred renderer for the Crystal Space 3D engine using C++, Cg, and OpenGL.
- Created an interactive application that demonstrated the deferred renderer in a real world environment.
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