Games I have worked on (In reverse-chronological order)
Nicktoons: SpongeBob GravJet Racing (2009: XB360/Wii/Pc)
I architected and implemented the scene/entity system.
Architected and implemented 3d model/shader/texture/animation and audio content pipelines.
Architected and implemented the level, character composition, particle and audio editors.
Architected and implemented the graphics and audio systems.
Architected and implemented the build system.
Architected and implemented the Collada based physics asset pipeline.
Integrated the Bullet Physics System into the Engine.
Multithreaded the engine.
All of that for 3 platforms (whew…)
Cannot show videos until certification passes..
Igor (2007-2008: Wii/Pc)
I architected and implemented the scene/entity system.
Architected and implemented 3d model/shader/texture/animation and audio content pipelines.
Architected and implemented the level, character composition, particle and audio editors.
Architected and implemented the graphics and audio systems.
Architected and implemented the build system.
All of that for both platforms (whew…)
Tomb Raider: Underworld (2006-2007: NintendoDS)
I Architected the scene/entity system and the level editor.
Untold Legends Dark Kingdon (2004-2005: PS3)
Architected WYSIWYG Maya pipeline, and some shaders (based on E3 2005 demo tech).
E3 2005 SOE PS3 Demo / Unannounced Titles (2004-2005: PS3)
Architected and implemented WYSIWYG Maya pipeline, and wrote most of the shaders (TerrainBlend,Character and Water).
Sorry about the guys head, only video I could find!
Goblin Commander (2003: XBOX)
Wrote XBox and GameCube 3D/Texture Asset Conditioners, did majority of port to XBox.
Nightcaster 2 (2002: XBOX)
Updated special effects system and Maya asset conditioners, implemented Special Effects.
Sorry no video found yet…
ET Interplanetary Mission (2001: PC/PS1)
Architected and implemented the level editor, asset conditioners and audio layer.
Sorry no video found yet…
HBO Boxing (2000: PS1)
Architected and implimented animation state machine editor, asset conditioners and audio engine.
Sorry no video found yet…
Rally Cross 2 (1997-1998: PS1)
Implemented front end menuing system (including cool car stereo volume editor with fake spectrum analyzer ;>)
Architected and implemented MIDI music playback conditioners and playback layer.
Coolboarders 3 (1997-1998: PS1)
Implemented front end menuing system, and MIDI music playback layer.