Résumé:
Also available in MS Word format at http://opensvn.csie.org/JasonQGregory/ (userid: visitor, pw: jqg).
Objective: To contribute to the creation of a cutting-edge next-gen game as a systems architect, technical lead or senior software engineer
Highlights:
· Currently a Generalist Programmer at Naughty Dog; we just completed Uncharted: Drake's Fortune (PS3)
· Engineering lead on Medal of Honor: Airborne (PS3, XBOX360)
· Teach game engine programming and architecture at the University of Southern California
· Generated a patent for high-speed rendering of instanced geometry (http://www.patentstorm.us/patents/7209139.html)
· Exceptional problem-solving skills
· Experienced systems architect; expert in OOD/OOP, UML and design patterns
· Exceptional ability to understand, debug and integrate with other people’s code
· Able to work at all levels, from assembly optimization to engine systems to game play systems to tools
· 7 years experience in the gaming industry, plus 7 years experience in non-game software development
· Education in Systems Design Engineering — electrical, mechanical, software, process control, signal theory, systems integration, design as a discipline
· Superior leadership, communication, technical documentation, public speaking and training abilities
· Artistic talents, including voice acting (appear on 6 Midway titles), music and illustration
· Teach game engine programming and architecture at the University of Southern California
· Generated a patent for high-speed rendering of instanced geometry (http://www.patentstorm.us/patents/7209139.html)
· Exceptional problem-solving skills
· Experienced systems architect; expert in OOD/OOP, UML and design patterns
· Exceptional ability to understand, debug and integrate with other people’s code
· Able to work at all levels, from assembly optimization to engine systems to game play systems to tools
· 7 years experience in the gaming industry, plus 7 years experience in non-game software development
· Education in Systems Design Engineering — electrical, mechanical, software, process control, signal theory, systems integration, design as a discipline
· Superior leadership, communication, technical documentation, public speaking and training abilities
· Artistic talents, including voice acting (appear on 6 Midway titles), music and illustration
Game Expertise: Character animation, engine architecture, 3D math, rendering, AI, collision and physics, game play systems and scripting, tools and pipelines, client/server multiplayer networking
Software Expertise: OOD/OOP, design patterns, SW development processes, large-scale C++ development, user interface design, test-driven development, real-time embedded systems, concurrent programming, CM
Languages: Expert: C, C++; Experienced: C#/MC++, Perl, UnrealScript, Lua, MEL script, Java/JSP, Smalltalk-80, make, Cg/HLSL, assembly (DirectX shader, Intel, PowerPC, 68k, PS2 VU, DSP96002, i8051, 6502)
Environments: Platforms: Windows PC, XBOX360, PS3, XBOX, PS2; Engines: Quake Engine, Renderware 4, Unreal Engine 3; SDKs: DirectX9, OpenGL, Granny, Maya SDK, Win32, MFC, .NET CLR, UNIX, Xlib/Xt, Boost, Tools.h++
Tools: Dev: VS.NET 2k3, SN Systems/PS3, CodeWarrior/PS2, gcc, gdb, dbx; CM: Perforce, VSS, Clearcase, RCS; Profiling: VTune, Microsoft LOP, Purify, Quantify; OOD: Visio UML, MagicDraw UML, Rational Rose
Work Experience:
Naughty Dog Inc.: Generalist Programmer, December 2006 – Present
Uncharted: Drake's Fortune (PS3)
· Designed and implemented scripting system used for all in-game cinematics and scripted game play elements in the product
· Wrote SPU-based mesh ray-casting and decal system, including parallax mapping shader
· Wrote all game play code for the jeep chase level ("Out of the Frying Pan"), and co-designed the level with Benson Russell
· Worked on various other subsystems including the "vox" character speech system and the process memory relocation system
· Architected game systems, wrote code and conducted R&D into new technologies required for the game
· Set goals and developed execution strategies, working with Technical Director & Development Directors
· Assisted team members with solving problems, debugging, designing new systems, and career development
· Screened and interviewed potential new employees
Medal of Honor™ Pacific Assault (PC)
· Co-designed high-speed DX9-based “replicant” rendering technology with Paul Keet and Mark Dochtermann; implemented and maintained the system myself; patent pending
· Designed and implemented Granny™-based skinned model rendering and character animation systems
· Designed/implemented engine technologies including XML object serialization; contributed to physics system
· Augmented the Radiant world building tool; supervised two other tools engineers
· Augmented Quake multiplayer client-server layer to work with the new model and animation systems
Uncharted: Drake's Fortune (PS3)
· Designed and implemented scripting system used for all in-game cinematics and scripted game play elements in the product
· Wrote SPU-based mesh ray-casting and decal system, including parallax mapping shader
· Wrote all game play code for the jeep chase level ("Out of the Frying Pan"), and co-designed the level with Benson Russell
· Worked on various other subsystems including the "vox" character speech system and the process memory relocation system
University of Southern California (USC): Part-Time Lecturer, January 2004 – Present
· Developed curriculum for and currently instruct ITP 485: Programming Game Engines
· Co-instructed ITP 380: Introduction to Game Programming with Paul Keet and Matt Rusch; personally developed approximately 60% of the curriculum for the course
· Co-instructed ITP 481: Video Game Graphics Lab with Matt Rusch; personally developed approximately 25% of the curriculum for the course
Electronic Arts Los Angeles: Senior Software Engineer, March 2003 – December 2006
Engineering Lead, Medal of Honor™ Airborne (PS3, XBOX360)· Developed curriculum for and currently instruct ITP 485: Programming Game Engines
· Co-instructed ITP 380: Introduction to Game Programming with Paul Keet and Matt Rusch; personally developed approximately 60% of the curriculum for the course
· Co-instructed ITP 481: Video Game Graphics Lab with Matt Rusch; personally developed approximately 25% of the curriculum for the course
Electronic Arts Los Angeles: Senior Software Engineer, March 2003 – December 2006
· Architected game systems, wrote code and conducted R&D into new technologies required for the game
· Set goals and developed execution strategies, working with Technical Director & Development Directors
· Assisted team members with solving problems, debugging, designing new systems, and career development
· Screened and interviewed potential new employees
Medal of Honor™ Pacific Assault (PC)
· Co-designed high-speed DX9-based “replicant” rendering technology with Paul Keet and Mark Dochtermann; implemented and maintained the system myself; patent pending
· Designed and implemented Granny™-based skinned model rendering and character animation systems
· Designed/implemented engine technologies including XML object serialization; contributed to physics system
· Augmented the Radiant world building tool; supervised two other tools engineers
· Augmented Quake multiplayer client-server layer to work with the new model and animation systems
Midway Home Entertainment: Senior Software Engineer, March 1999 – February 2003
Crank the Weasel, Freaky Flyers (XBOX, PS2, NGC)
· Designed and implemented PS2-optimized animation blending system for Fang2 engine, plus the attribute system, world object class hierarchy, XML-based world loading system, event system, and work scheduler
· Wrote 50% of first two Weasel game prototypes, including skinned animation system and Maya export tools, character control, loot system, health system, fighting system
· Wrote DogPound (an art asset revision control tool) and Shark2 (a world building tool)
· Provided character voices for Ready2Rumble and R2R2, Freaky Flyers, Legion, Haven and Fireblade
Crank the Weasel, Freaky Flyers (XBOX, PS2, NGC)
· Designed and implemented PS2-optimized animation blending system for Fang2 engine, plus the attribute system, world object class hierarchy, XML-based world loading system, event system, and work scheduler
· Wrote 50% of first two Weasel game prototypes, including skinned animation system and Maya export tools, character control, loot system, health system, fighting system
· Wrote DogPound (an art asset revision control tool) and Shark2 (a world building tool)
· Provided character voices for Ready2Rumble and R2R2, Freaky Flyers, Legion, Haven and Fireblade
QUALCOMM Incorporated: Software Engineer, November 1996 – March 1999
· Wrote C++ class library for QEDesign 2.0 CDMA analysis; maintained and upgraded QEDesign software
· Integrated CDMA analysis engine into the Parcell tool, at France Telecom’s Paris headquarters
· Helped port base station controller software for QCS-800 to PC platform using Dialogic DM3 CT board
Visix Software Incorporated: Engineer, Consultant, Trainer, Tech. Writer, May 1994 – November 1996
· Served as a consultant at customer sites in the U.S. and Canada, providing guidance, designing systems and cutting code (clients included Ford, Susquehanna, Arbortext, Hydro Quebec)
· Managed a 4-person training team: wrote, edited and illustrated Visix’s 4 training course texts, instructed one-week training courses for corporate clients, both at HQ and at customer sites in the U.S., Canada, Italy and Finland (e.g. Bellcore, JP Morgan, McDonnel Douglas, Los Alamos National Labos, Vanguard, AT&T)
· Designed and implemented the split container manager (sliding window panes GUI) for Galaxy
· Led seminars at three annual Galaxy Developers’ Conferences
· Served as a consultant at customer sites in the U.S. and Canada, providing guidance, designing systems and cutting code (clients included Ford, Susquehanna, Arbortext, Hydro Quebec)
· Managed a 4-person training team: wrote, edited and illustrated Visix’s 4 training course texts, instructed one-week training courses for corporate clients, both at HQ and at customer sites in the U.S., Canada, Italy and Finland (e.g. Bellcore, JP Morgan, McDonnel Douglas, Los Alamos National Labos, Vanguard, AT&T)
· Designed and implemented the split container manager (sliding window panes GUI) for Galaxy
· Led seminars at three annual Galaxy Developers’ Conferences
Internships, 1986 – 1994
· Co-op university internships: Bell-Northern Research, Microsoft, Dy-4 and CS Computing (6 ´ 4-month terms)
· High school summer jobs programming in C: Du Pont Canada (1989) , CIBA-Geigy Canada (1988), The Toronto Stock Exchange (1987), Canada Systems Group (1986 / age 16)
· Co-op university internships: Bell-Northern Research, Microsoft, Dy-4 and CS Computing (6 ´ 4-month terms)
· High school summer jobs programming in C: Du Pont Canada (1989) , CIBA-Geigy Canada (1988), The Toronto Stock Exchange (1987), Canada Systems Group (1986 / age 16)
Education:
B.S., Systems Design Engineering: University of Waterloo 1989 – 1994
Exclusive 5-year co-op program enabled me to acquire 2 years of real-world work experience during my time at Waterloo; held Canada Scholarship for all 5 years; awarded University of Waterloo Special Entrance Scholarship, University of Toronto Arbor Scholarship (declined) and Queen’s University entrance scholarship (declined)
B.S., Systems Design Engineering: University of Waterloo 1989 – 1994
Exclusive 5-year co-op program enabled me to acquire 2 years of real-world work experience during my time at Waterloo; held Canada Scholarship for all 5 years; awarded University of Waterloo Special Entrance Scholarship, University of Toronto Arbor Scholarship (declined) and Queen’s University entrance scholarship (declined)
Personal:
· Member of Toastmasters International—received District 5’s Toastmaster of the Year award in 2002
· Amateur jazz saxophone, piano and flute; I also compose and arrange jazz music (when I have time!)
· Produced animated and live-action super-8mm films and videos as a child/teen
I am 36 years old, a Canadian citizen with a green card. I have lived in the U.S. since 1994, and plan to become a U.S. citizen. I am honest, responsible, reliable, loyal, trustworthy, and I’m passionate about making games. I enjoy being productive, take great pride in my work, and thrive when I’m challenged and under pressure.
· Member of Toastmasters International—received District 5’s Toastmaster of the Year award in 2002
· Amateur jazz saxophone, piano and flute; I also compose and arrange jazz music (when I have time!)
· Produced animated and live-action super-8mm films and videos as a child/teen
I am 36 years old, a Canadian citizen with a green card. I have lived in the U.S. since 1994, and plan to become a U.S. citizen. I am honest, responsible, reliable, loyal, trustworthy, and I’m passionate about making games. I enjoy being productive, take great pride in my work, and thrive when I’m challenged and under pressure.
References: Upon request
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