Bio
Experience
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Gameplay Programmer
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May 2017 - Present
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Capcom Game Studio Vancouver
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Burnaby, BC
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Senior Software Developer
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Sep 2011 - May 2017
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Burnaby, BC
Developed Dead Rising 3's dynamic third-person camera system, owner of gameobject-component, inventory, and doors systems.Led 30+ engineers rolling off Dead Rising 3 on internal tech cleanup team.Took over as gameplay lead during finalling to ship a 4-player "Super Ultra Dead Rising 3 Arcade Remix Hyper Edition EX" downloadable expansion. Diagnosed inefficient code with Windows Performance Analyzer and triaged spikes. Fixed bugs 30% faster than gameplay team average fix rate and wrote code with few reported bugs.Led 5+ engineers on internal engine revamp team in preparation for Dead Rising 4. Gameplay performance programmer on Dead Rising 4.Senior Gameplay programmer and Lead Missions programmer on an Untitled Project. Tackled Acting the greatest risks on the project:- Led 3 programmers to build combat systems in Unreal Engine 4 from scratch including a graphical editor and debugger.- Led 2 other programmers to build placeholder gameplay features to relieve pressure on the gameplay programming team and unblock the level designers.- Led same team to support several other teams: built reusable mission blocks for level design, seamless set pieces for cinematics, and walk-n-talk moments for narrative.
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Software Developer
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Jun 2008 - Oct 2010
Worked on FIFA Ultimate Team and FIFA World Cup as an online developer creating and improving client- and server-side features.- Developed online and commerce features in FIFA Ultimate Team: the most successful online feature in FIFA history that tripled its revenue projections and is now a flagship feature in all of EA’s sports titles.- Extended existing C++ server code to create the core online feature for FIFA World Cup 2010: an online multi-stage round-robin and knockout tournament unseen in previous EA titles.- Helped front end team fix certification-blocking bugs in unfamiliar code by debugging interactions between C++ and Actionscript.- Mentored co-op students, new hires, and peers to improve their C++ knowledge.
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Software Developer
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Sep 2007 - Dec 2007
Four month co-op term.Worked closely with cinematographers to develop the game’s camera system to work with their level designs and with artists to polish animations and visual effects.Wrote engine components, game camera features, and visual scripting elements in C++ and proprietary languages.
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Software Developer
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Jan 2007 - Apr 2007
Four month co-op term.Improved tools for artists and developed minor features for FIFA Soccer 08.Designed and implemented a dynamic positioning system for noninteractive sequences in runtime codeAdded information to audio messages for more accurate announcer commentaryImplemented features in large C# artist tool and scripts automate reducing load times.
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Software Developer
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May 2006 - Aug 2006
Four month co-op term.Improved and maintained Buildman, a continuous build system written in Perl and PHP, and debugged and solved concurrency and synchronization issues.Redesigned and implemented a C# tool for syncing from Perforce.Worked with customers to fix bugs in C++ and C# code.
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Teaching Assistant
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Sep 2005 - Dec 2005
Four month co-op term.Created a supplemental course website with code examples and general advice for SE 101 -- a software ethics course with a large group software project.
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Software Developer
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May 2004 - Apr 2005
Two eight month co-op terms (did not work at Cast Sept - Dec 2004).Feature design and implementation on Wysiwyg and Vivien: CAD-based design programs with integrated reporting systems.Programming and debugging: Microsoft Visual C++, batch scripting, and InstallShield.Member of both independent and extreme programming design and implementation teams.Research, implementation, and profiling of software optimizations.
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Education
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2003 - 2008University of Waterloo
Bachelor, Software Engineering
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