| Management: | Corporate founder and business owner. Team lead for programming and art. Technical director. |
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| Specialties: | Software architecture and elegant design. Massive multiplayer systems. 2D & 3D graphics. Animation editors, resource compilers, other development tools. Data and image compression. |
| Communication: | Superb communication and interpersonal skills, recently honed in politics. Widespread industry contacts. Graphic design capability. |
| Languages: | Extensive experience in C++ and C. 80x86, R3000, 68000, 6502 assembly languages. HTML and PHP. Some SQL. |
| Platforms: | Win32 applications, Sony Playstation, Sega Genesis, MS-DOS, embedded systems. |
| 2002-2004 | Political consulting. Staff for Matt Gonzalez for Mayor and other campaigns. |
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| 1998-2001 | Development for The Commonality. Technical design, business proposal and foundation software for a massive multiplayer 3-D world. |
| 1997 | Contracted to provide an avatar editor for Fujitsu's WorldsAway, an on-line virtual world. |
| 1996 | Technical assistance on Blazing Dragons, Sony Playstation for Crystal Dynamics. Contract programming for Multitude, Inc., an on-line game for Windows 95. |
| 1994 | Lead programmer of Cybernauts, Sega Genesis for Accolade. Motion captured art rendered on SGI's. |
| 1992-1994 | Lead programmer of Lord of the Rings, Sega Genesis for Electronic Arts. |
| 1990 | Developed Animax, a 2-D animation editor and game engine. |
| 1988-1989 | Staff programmer with Electronic Arts. Created an animation editor and used it to build Budokan for MS-DOS. Sales approximately 100,000. My first project managing other programmers. |
| 1985 | Skyfox for the Commodore 64. After porting this to the Amiga, Dynamix called it the “most well written program they had ever seen.rldquo; |
| 1980-1984 | Skyfox, a 3-D combat flight simulator for the Apple II, published by Electronic Arts. Sales over 300,000, all platforms combined. I was the entire programming team, a pixel artist, and started and owned two corporations during this project. Steve Wozniak called it “the finest Apple game ever done.” |