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NFL BlitzI was a lead software engineer on this project. We started with the Madden game engine and turned this into a 7 on 7 arcade experience. This was a very fun project to work on, and a change of pace from the simulation football games I'm used to working on. My role on this team was the Lead Software Engineer of the general pod (overseeing UI, Rendering, Pipelines, Systems, Integrations, and Presentation). My major responsibilities in planning this project included technical design writing and review, risk identification/mitigation plans, and training of new SEs. During the cycle I was responsible for memory management, game stability, load time optimizations, particle systems, and all in game camera systems. I was also responsible for code reviews, integration plans, and converting the game from disc to digital download.
Platforms: XBOX 360 (XBLA), PS3 (PSN)
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Madden NFL 11I was a lead software engineer on this project, but had overlapping responsibilities with Madden Arcade at the same time. This was a great project to work on, and the team was very comfortable working together. We lost some key people during the cycle, but were able to make up for it with hard work and planning. My major responsibilities for this title were taking over our new Franchise mode architecture, and feature implementation, Technical Design Documentation and Technology Workflow Plan for the game, and transition and support planning for outsourcing our UI. For the new Franchise mode, I was directly responsible for implementation and support for multiple back-end features, and setting up an animation system for 3D objects on the team campus.
Platforms: Wii
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Madden NFL ArcadeI started out implementing gameplay and playcall logic for this game, but moved to a lead engineer role shortly after starting this project.This was a really fun project to work on. We had a very small team and a rapid development cycle. The main feature I implemented for this game was the achievement and trophy system, but I worked on a little bit of everything including 5 on 5 gameplay, cameras, and playcall. As a lead, I was responsible for getting the project setup to build and submit for XBOX Live Arcade and PSN. I wasn't familiar with the process and requirements for doing this, so it was a good learning process. The game turned out really well, and the entire team had fun playing it as we were developing.
Platforms: XBOX 360 (XBLA), PS3 (PSN)
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Madden NFL 10I was working as a lead on NCAA 10 for the Wii until it was cancelled, and moved to Madden 10 for the Wii shortly afterwords. It was a nice change being able to work on more features this year. Two of the primary features I worked on for this title were Road to the Superbowl and the new All-Play defensive controls (moved to a nice point and click interface that works well with the Wii). I also helped on a number of other features including Madden Showdown, new camera systems, data pipeline improvements, online bots, and desync tracking/fixing. This has been my favorite title I've worked on in my time at Tiburon - the team worked really well together, and the game turned out really well.
Platforms: Wii
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NCAA® Football 09This was my first role as Lead Software Engineer. We had an even smaller team on this one but we were still able to get in a good feature set. Again, we had a very solid team and everyone performed exceptionally well. The major feature I was responsible for this year was Mascot Challenge mode. My main role on the team this year was to maintain stability of the game (memory, frame rate, etc...) and assist team members as needed. I had my hands in just about everything this year from pre-production to final - risk assessment, memory audits, management and optimization, database management, and pipeline maintenance. It was a great experience, and I enjoy leading a team. It forced me to learn a lot about areas I knew little about, and stay organized to keep the dev cycle smooth. I look forward to doing it again.
Platforms: PS2, XBOX 360, PS3
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NCAA® Football 08Due to the fact that we were working with a smaller team this year, we couldn't get in as many new features as we would have liked to with this game. Everyone on the team did a great job though, and I think this came out as a very solid game. My main responsibility for this game was online engineering and integration, although I implemented a lot of major offline features as well. I was responsible for the MyShrine feature, which is an interactive 3D room that showcases your achievements, stats, trophies, etc... Another major feature I was responsible for was setting up the in-game screenshots feature(screenshots can be viewed in your shrine as well). The last major feature I implemented was the my skills system, which tracks your overall user performance (ie: user catches, user tackles, etc...). Apart from the major features, I was also responsible for database work, audio/speech integration, and screen/data exports.
Platforms: PS2, XBOX
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NCAA® Football 07This was the first game I worked on at Tiburon. It was a great experience, and a big change in work environment from my previous job. The biggest feature I was responsible for in this game was the Campus Legend exam mode. This was a new feature to Campus Legend mode that allowed the user to pick a major, study, and take exams with their created player. Other responsibilities in this game included speech and audio engineering and integration, gameplay and score tuning on the Campus Legend drills, database work, miscellaneous user interface tasks, and miscellaneous gameplay tuning.
Platforms: PS2, XBOX, XBOX 360
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Boardwalk HoopsI worked as the only engineer on this game. It's a trackball basketball game in which you can play solo or compete head-to-head. It's similar to a 3 point shootout competition except you shoot from multiple spots on the court. This game was done with an 3D OpenGL engine that myself and another engineer developed for Merit. I was responsible for all game mechanics, particle systems, camera systems, and user interface implementation. My favorite features in this game are the replay cameras, particle systems, and the random birds that will land on the backboard and fly away when you hit a brick shot.
Platform: Merit Boardwalk (Trackball)
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SkeeballThis was a pretty fun game to work on. This was another game I worked on by myself. This game was also developed using the same 3DOpenGL engine used for the basketball game. The physics for this were done using the Open Dynamics Physics engine (which we just wrapped up into our game engine). It was hard to make this game very visually exciting due to the limitations from the Skeeball license, but I was able to add some trailing particle effects and explosion effects (which you can see in the pictures) to make it a little less plain. Like the basketball game, I was responsible for all gameplay mechanics, particle systems, and camera systems in this game. My favorite feature in this game is the camera system that follows the ball once it is rolled.
Platform: Merit Boardwalk (Trackball)
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Conga FishThis was my favorite game that I worked on at Merit. It's basically a joystick based Snake clone with a few twists. You start out withone fish and grow your school by picking up the fish crackers as they appear. There are 30 levels based around 6 different themes, and level of speed and number of obstacles increases as you move up. Again, this game was done with the same OpenGL engine as most of the other games I worked on at Merit were, and I was the only engineer on this game. I was responsible for all gameplay mechanics, particle effects, and pathfinding algorithms and implementation. I was also responsible for the layout/design of all of the levels in the game.
Platform: Megatouch Ion (Joystick/Tourchscreen)
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Fast TraxxFor the most part, one other engineer and I worked on this game. It's a networked racing game that uses the a 3D OpenGL engine we developed at Merit. The scope of this game was a little bigger than the technology behind it, so unfortunately there were quite a few issues we ran into along the way. My major responsibilities in this game were the game architecture, networking, and rendering. I also assisted with the AI and physics from time to time as well. The think I enjoyed doing the most on this game was the motion blur. The newer 3D games on the Merit machines were running on lower end nVidia cards, so at times it was hard to squeeze alot out of them, but I was able to produce somewhat of a motion blur effect for this game.
Platform: Megatouch Ion (Joystick/Tourchscreen)
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Mini-GolfThis was the first game I worked on for Merit. I came onto the project about half way through the cycle. I was responsible for fixing the animation system, tuning the physics, implementing the user interface, and eventually porting the game to the trackball machine. This game was originally developed to run on one of the lower end Merit systems (using an old integrated Intel chipset and video card, so the levels are extremely low poly and the game comes across as very blocky.
Platforms: Merit Boardwalk, Megatouch Ion
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