| Flash
Player Architect, Macromedia & Adobe 7/2000 - current
Lead for the Flash Player technical vision and strategy, distributed to 98% of the world's desktops.
- Establish strategy both for the desktop and mobile (smart phone) client.
- Responsible for long range direction, and responding to short term changes.
- Oversee interoperability and consistent API design.
Prototyped the
next generation of web graphics technology, including coding,
research, and forming the cross team effort.
Flash 8. Managed
the 10 person development team. Wrote the Scale9 and Saffron integration features
(spec, C++ code, and bug fixing.) Prioritized all player bugs, and wrote
the project plan and schedules with the Engineering Director and QA
Manager. Acquired, with business development, the Saffron text technology
and ON2 Video Codec.
Flash 7. Prototyped
new player architectures. Designed and coded a virtual machine for executing
CLR bytecode. Lead developer on the team to integrate a Java Virtual
Machine.
Flash 5 & 6.
Created a cross platform, portable version of the Flash Player code
base. After using this as the basis for the 5 SDK, led the effort to
convert the existing desktop Flash Players to the generalized code base,
which is now the foundation for all Flash Player codebases.
Lead Engineer, Middlesoft
7/1999 – 7/2000 (purchased by Macromedia)
The first engineer for a
startup building a "palm-top" user interface for embedded
devices. Became the Lead Engineer for a thirteen person team. Designer,
project lead, and manager of the majority of Middlesoft’s projects.
Wrote the rendering code
for a vector graphics based GUI. Developed handwriting technology simulating
the feel of "pen on paper." Created the Flash Player 4 SDK
for Macromedia.
Software Engineer
II, 3DO 3/1999 - 7/1999
PC and Playstation programmer
for “Army Men: Air Attack.” Extended a 3D world builder
and wrote the light shader. Updated the Air Attack’s audio engine.
Software Engineer,
Berkeley Systems Inc. 4/1998 - 3/1999
Part of the “Cosmic
Consensus” client/server game team from design until completion.
(1999 Codie Nominee for Best Online Game.) Primary tasks were writing
the user interface, main game screen, and contributing to the design
of the wholly object based system.
Owner, Grinning Lizard
Software 1993-1996
Co-founder of a small computer
company. Lead programmer and lead artist for the multiplayer OS/2 video
game "Bug Eyed Monsters: It Crawled from the Net" released
June 1996 by Rhintek. Extensive work in C/C++, multimedia, and high-performance
algorithms. Worked for Rhintek to create the modem communications product
RhinoCom.
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