Last Updated: 01/31/2013

Companies:

  • LeapFrog – October 2011 – Present (Contractor)
  • Prestige Gaming – December 2012/January 2013 (Contractor)
  • MunkyFun – November 2010 – November 2011 (Contractor)
  • Controlled Chaos – May 2009 – November 2010
  • Totally Games – 2007 – 2008
  • LucasArts – 2004 – 2007
  • Totally Games – 2000 – 2004

Current Roles:

  • Owner/Operator, Carley Independent Contracting
  • Senior Programmer

Interests:

  • Dynamic camera systems
  • Visual effects
  • Build systems and other automated tools
  • iOS systems (Facebook integration, IAP security, etc)

Games:

TBA (iOS) – 01/10/13

  • Sole programmer
  • Created in-game level editor with email/online support for transferring files

Slot Magic (iOS) – 12/17/12

  • Systems support
  • Facebook integration, added security for In-App Purchases, etc

My Horse (iOS) – 09/11

  • Minigame coding
  • AI coding assistance
  • Localization

Texting of the Bread (iOS) – 09/27/10

  • Sole programmer
  • Created custom level editor

Lumos (iOS) – 05/10/10

  • Sole programmer / project designer & lead

Pocket Fish (iOS) – 06/26/09

  • Fish AI / player interaction
  • Input system (with gesture support, later culled from project)
  • Loading, optimization, animation gallery

Pro Bull Riders: Out of the Chute – 10/28/2008

  • Wii and X360 graphics programming, including depth-of-field blur and full-scene shadowing systems
  • In-game camera systems
  • PS2, Wii, and X360 debugging
  • Milestone submission creation

Indiana Jones – Cancelled Title

  • Created initial build system
  • Converted PC game engine to X360
  • Assisted in initial PS3 code conversion

Star Wars: The Force Unleashed – 09/16/2008

  • Created initial build system
  • Converted PC game engine to X360
  • Assisted in initial PS3 code conversion

Dora Saves The Mermaids – 02/11/2008

  • PS2 debugging and disc creation
  • PS2 graphics assistance

Alien Syndrome – 07/24/2007

  • Wii graphics programming, including full-screen dynamic shadow system
  • PSP and Wii debugging

Thrillville – 11/21/2006

  • Assisted in design of the ride camera system
  • Led a team of 7 other programmers at LucasArts to improve framerate on the PSP SKU
  • Maintained tools used for thumbprinting and burning discs

Star Wars: Empire At War: Forces of Corruption – 10/24/2006

  • Created CD-Key generation tool and CD-Key check app for installer

Lego Star Wars II – 09/12/2006

  • Assisted mastering lab in creation of ISOs and submissions
  • Maintained tools used for thumbprinting and burning discs

Star Wars: Empire At War – 02/16/2006

  • Maintained tools used for thumbprinting and burning discs

Star Wars: Battlefront II – 10/31/2005

  • Was part of a team of 5 other programmers at LucasArts to improve framerate on the PSP SKU
  • Advised on build process creation
  • Assisted with ISO creation and submissions
  • Updated patch uploading tool for builds sent from Pandemic to LucasArts

Star Wars: Episode III: Revenge of the Sith – 05/04/2006

  • Advised on build process creation
  • Assisted with ISO creation and submissions

Mercenaries: Playground of Destruction – 01/10/2005

  • On-site at Pandemic for final 3 months of development
  • Created and maintained build process for all SKUs and languages
  • Created loading screen generator/localization tool
  • Assisted with ISO creation and submissions
  • Created patch uploading tool for builds sent from Pandemic to LucasArts

Star Wars: Battlefront – 09/20/2004

  • On-site at Pandemic for final 3 months of development
  • Created and maintained build process for all SKUs and languages
  • Assisted with localization effort
  • Assisted with ISO creation and submissions

Secret Weapons Over Normandy – 11/18/2003

  • Created and maintained build process for all SKUs and languages
  • Assisted with localization effort
  • Assisted with ISO creation and submissions
  • Created and maintained replay system to fit within limited memory
  • Created and maintained in-level checkpoint save/load system to fit within limited memory
  • Worked on a variety of effect systems, such as vehicle destruction, buildings, ship wakes, and clouds
  • Created 3D Studio Max plugin for object editing
  • Created force feedback/rumble system

Unpublished XBox title

  • Worked on cutscene editing tool
  • Created force feedback/rumble system

Star Trek: Bridge Commander – 02/26/2002

  • Created save/load system
  • Character menus and interaction
  • Assisted game scripters on code side