| 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
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| |
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
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|
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
|
| 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
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