1015 Ironwork Passage, #37
Vancouver, BC
V6H 3R4
Internet: melted@SPAMMENOTganache.ca
Web: http://www.ganache.ca/katrina

RESUME - Katrina Archer



 
Summary
  • Over 5 years experience in technical project management and scope analysis, using processes such as Agile Development and waterfall methods
  • Over 10 years experience in software engineering.
    Languages: C, C++, assembly.
    Domains: 3D computer graphics (real-time and tools), aerospace, earth observation
  • Experienced in software development on embeddeds systems and gaming consoles (Wii, Xbox 360, PS2, Xbox, Gamecube, PSX, PC)
  • Experienced in software development on Windows, Linux, Unix platforms
  • Familiarity with a wide variety of tools and applications for software development, QA and office productivity
Experience 2005-present Self-Employed (Part-Time) Vancouver, BC

Novelist (February 2005 - present)

  • Wrote and revised full-length novel
  • Currently in submission process
  2002-present Radical Entertainment Vancouver, BC

Technical Project Manager, Empire Team (June 2005 - present, part-time from September 2005 - present)

  • Determined technical requirements for unreleased cross-platform console game title
  • Introduced Agile Development process
  • Managed 11 technical development staff: ran performance and salary reviews, interviewed and hired personnel
  • All other duties as in Technical Project Manager (Hulk 2) role below

Technical Project Manager - Hulk 2 Team (June 2003 - June 2005)

  • Determined technical requirements for The Incredible Hulk: Ultimate Destruction cross-platform console game title
  • Resolved dependencies with art and design departments
  • Scheduled and tracked technical team milestones
  • Tracked and managed project scope
  • Liaised with internal team leads and other company technical and project management leads
  • Liaised with external publisher technical leads
  • Reviewed technical designs
  • Introduced new scope management and tracking processes that helped team ship milestones on time and with high quality
  • Managed 9 technical development staff: ran performance and salary reviews, interviewed and hired personnel
  • Evaluated, reviewed and developed software practices and methods used

PC Lead, Hulk (October 2002 - May 2003)

  • Ported Hulk console game to PC platform
  • Built new frontend components
  • Integrated support for PC user interface and storage hardware
  • Developed InstallShield installer for the game
  • Tracked schedule of project
  • Resolved dependencies with console team
  • Liaised with external localization team
  • Managed internal QA team of 2 people
  • Liaised with external QA teams
  • Managed publisher relations for the PC SKU
  • Shipped Hulk PC SKU on time and under budget while under severe resource pressure
  2001-2002 Pixar Animation Studios Emeryville, CA

Graphics Software Engineer (May 2001 - May 2002)

  • Designed technical architecture of 3D user interface components
  • Built 2D and 3D user interface components by working with User Interface designers
  • Implemented 2D and 3D components of proprietary animation system
  • Reviewed technical designs and implementations
  • Implementation in C++ and Pixar's proprietary graphics languages and formats
  • Worked with stakeholders across all departments at Pixar (animation, modeling and lighting)
  • Integrated implementation into large amounts of legacy software
  • Release of software increased animator productivity tenfold
1997-2001 Radical Entertainment Vancouver, BC

Pure3D Technical Director (May 2000 - April 2001)

  • Determined requirements for software releases
  • Resolved dependencies with game team milestones
  • Scheduled and tracked software releases
  • Achieved three on-time software releases within 9 months, a first for the Pure3D team
  • Reviewed technical designs
  • Managed team personnel: ran performance and salary reviews, interviewed and hired personnel, liaised with other teams within the company
  • Evaluated, reviewed and developed software practices and methods used

Pure3D Project Coordinator (May 1999 - May 2000)

  • Scheduled software releases for the entire Pure3D team, including run-time library components, export tools and content tool plug-ins
  • Performed scheduling in addition to Graphics Programmer responsibilities described below
Graphics Programmer (Sept. 1997 - May 2000) 
  • Designed and implemented art pipeline tools and real-time rendering software for video games, with particular emphasis on spline rendering.
  • Implemented primarily in C/C++, with assembly optimizations (Pentium platform)
  • Implemented art pipeline export tools for H-Spline rendering from Discreet's 3D Studio Max 2.x and 3.x, as well as Alias|Wavefront's Maya 3.0
  • Enhanced Pure3D library's character animation capabilities through advanced extensions to the H-Spline technology
  • Responsible for all aspects of the spline art pipeline, including export of modeling and animation data from 3D Studio Max, and real-time animation and display of the models in the rendering engine.
1995-1997 University of British Columbia Vancouver, BC
Graduate Student Researcher 
  • Master's thesis research in computer graphics (Craniofacial Reconstruction Using Hierarchical B-Spline Interpolation) under Dr. David Forsey and Dr. Rabab Ward.
  • Studied and developed multi-resolution B-spline interpolation software for use in forensic analysis of skulls
  • Implementation in the C language with OpenGL on a Silicon Graphics platform
  • Produced a short computer animated video as part of a team of three for course CPSC 535, using Alias Animator on a Silicon Graphics platform
1992-1995 MacDonald Dettwiler Vancouver, BC
Software Developer 
  • Nov. 1994 - Aug. 1995: MCDV TACCON Software Team
    • Designed software components for the towed side-scan sonar array (towfish) of the Maritime Coastal Defense Vessel (MCDV) Tactical Control (TACCON) subsystem
    • Implemented and tested the above components in the C software language on an IBM OS/2 platform
    • Responsible for all aspects of towfish software, including data integration, filter implementation, HMI, display and control software
    • Led TACCON Devices Software Team from Jan. 1995 to Aug. 1995
  • Oct. 1993 - Oct. 1994: RADARSAT CDPF Software Team
    • Designed software components for the RADARSAT Synthetic Aperture Radar (SAR) satellite's Canadian Data Processing Facility (CDPF) ScanSAR processor
    • Implemented and tested the above components in the C software language on the Mercury MC860 and I/OTTL80 platforms
  • Mar. 1993 - Oct. 1993: PIF Software Team
    • Designed software upgrades for the Product Image Formatter (PIF) system
    • Implemented and tested the above components in the Fortran software language on a DEC PC platform
    • Provided ongoing post-delivery support for said upgrades, including configuration management for various software releases
  • Sep. 1992 - Mar. 1993: MMSP Hardware Team
    • Designed new firmware releases for the Demultiplexer/Subsampler card in the Modular Multi-Satellite Preprocessor (MMSP) system, for the MOS-1, LandSat MSS, TM-A, MSS-A and MSS-P satellite data formats
    • Upgraded existing firmware for the LandSat TM and ETM data formats
    • Implemented and tested the above firmware in the Motorola DSP 56000 assembly language
    • Doubled the throughput for the LandSat TM and ETM data formats
1990 McGill University Montreal, QC
NSERC Research Award 
  • Designed spectrum analyzer firmware upgrade
  • Doubled system throughput
  • TMS320C25 DSP assembly language
Education 1995-1997 University of British Columbia Vancouver, BC
  • M.A.Sc., Electrical Engineering
1988-1992 McGill University Montreal, QC
  • B.Eng., Electrical Engineering, with Minor in Management
  • Graduated with Distinction, University Scholar
Interests Sailing, reading, belly dancing, photography
Professional Affiliations
  • Association of Professional Engineers and Geoscientists of British Columbia, Professional Engineer (Software Engineering)
  • Association For Computing Machinery, Special Interest Group on Computer Graphics (SIGGRAPH) - 1997-2005
Credits Video Games
  • The Incredible Hulk: Ultimate Destruction
  • Hulk
  • Simpsons Road Rage
  • Dark Summit
  • Jackie Chan: Stuntmaster

Feature Films

  • Finding Nemo
Publications
  • Katrina Archer, Kevin Coughlan, David Forsey and Sonja Struben, "Software Tools for Craniofacial Growth and Reconstruction", Proceedings of Graphics Interface 1998
  • Katrina Archer & David R. Forsey, "Hierarchical B-spline Surface Interpolation", Proceedings of the Eighth Western Computer Graphics Symposium, April 1997
Awards
  • 1997: BC Advanced Systems Institute Best Student Exhibit
  • 1995-1997: MacDonald Dettwiler Postgraduate Studies Award
  • 1995-1997: NSERC Postgraduate Scholarship
  • 1995: BC Advanced Systems Institute Graduate Scholarship
  • 1990: NSERC Summer Research Award
  • 1988-1992: Canada Scholarship
  • 1988: J.W. McConnell Entrance Award, McGill University
Involvement
  • Bluewater Cruising Association, 2000 - present
  • Captain, Free Radicals Ultimate Team, 1999
  • Heather Civic Marina Berth Holders' Association, 1997
  • UBC Electrical Engineering Graduate Students' Association, 1995-1997
  • McGill Engineering Blood Drive Committee, 1990-1991
  • McGill Engineering Sports Rep, 1991-1992
  • McGill Engineering Flag Football and Broomball team, Demon Diodes, 1988-1992, team captain 1991-1992