Seattle, Washington dococelot@gmail.com +1.831.325.4245 |
Software Generalist, Technologist, Hacker, and Creative Solver.
About Me
Objective
Technology
Practices
Work History
3D Systems - Senior Dev / Director of Consumer Applications Dev, Mar 2013 - Feb 2014
I led the full-stack development of several WebGL- and iOS- based applications, and also dealt with integration of existing systems. I worked intimately with many forms of 3D-Printing including FDM, SLS, SLA, and Jet. I collaborated daily with teams in SF, NY, Amsterdam, and India amongst others. Extracurricularly I designed world-class FDM-printable textiles, some of which work has been adopted in high-profile fashion pieces.
Idle Games - Senior Developer / Director of Engineering, November 2009 - January 2013
I joined Idle Games as employee number five, and was deeply involved in the design & execution of Idle Worship, a critically-acclaimed Facebook Game featuring unprecedented MMO realtime social gameplay. I was instrumental in developing the from-scratch C++ backend simulation engine which easily handled 1000s of concurrent players per node in an unsharded universe. I also contributed to major aspects of the Flash client, deployment, QA, netops, etc. I was eventually promoted to Director of Engineering, which involved coordinating technical and non-technical touch-points between five teams of about five persons each. These teams included: C++ Simulation Engine, Flash Client (AS3), Persistence Layer (django, mysql, mongo), Network Operations, QA, and of course Product Development. We eventually adapted the Idle Worship MMO engine to the more traditional game of Texas Hold-Em Poker and variants, and I contributed to the iOS aspect of those projects.
Doppelganger Inc (vSide.com) - Game Engine Lead, October 2005 - July 2009
vSide is a large social MMO for teenagers, based on a heavily modified version of the Torque Game Engine and a Java back-end. Users create custom avatars, own and decorate their own apartments, and generally party online. I was deeply involved in the design and implementation of vSide, helping to bring it from the pre-alpha stage to a product with high concurrency and a fanatical user-base. I led the game engine team, which consisted of up to seven engineers.
I was heavily involved in coordinating the engineering team with product design and management. I designed and implemented a wide variety of technologies for the massive, persistent 3D world, from presenting satisfying fan-meets-celebrity experiences (Tyra Banks, Maroon 5) to immersive shared VR arcade games (Tetris in a cabinet).
University of California Berkeley - Programmer III, August 2004 - October 2005 (CITRIS)
I used the SmallTalk-based OpenCroquet platform to create a collaborative virtual gallery system capable of supporting the needs of academicians in the humanities. The resulting application received much acclaim in the academic forums where it was demonstrated.
Yahoo! Photos - Engineer, April 2004 - August 2004
I worked briefly as a full-stack engineer for this extremely high-volume website. I implemented the Y!-Photos side of Y!'s first cellphone-enabled photo sharing service, and improved existing page load times by 60%.
Haptek Inc - Lead Programmer and Artist, 1996 - 2003
Developed game software for a fully-haptic pneumatic upper-body exo-skeleton-based arcade game. The system involved full-force pneumatic actuators, yet was designed for mass-adoption.
The company focus shifted from games to emotionally- and photo- realistic avatars, around which I’m co-inventor of several patents. Authored physics and rigging systems for hair, fatty body tissues, and full-body articulated animation.
UC Santa Cruz Scientific Visualization Group - Programmer, 1993 - 1994
As an undergraduate I worked in the scientific visualization group, primarily implementing user interfaces and implementing algorithms. I invented a novel technique for volume-rendering using the newly-available 3D Textures of SGI's Reality Engine. The technique was about 10x faster than existing “fast” methods, and was adopted and extended by the group. I was lead author of a UCSC-published paper about the technique, which is often-referenced in the literature. (“Direct Volume Rendering via 3D Textures”)
Wavefront Technologies - Technical Support & QA, 1992-1993
I supported Wavefront's (now Alias|Wavefront) 3D and 2D Video software.
I advised clients on achieving their desired high-end visual effects in modeling, animation, and video post-production & compositing.
Rockwell Science Center - Lab Technician, seasonally 1989 - 1996
I tested ultra-high-speed gallium-arsenide IC wafers, including specialized test equipment, IC mounting/packaging, and specialized soldering. I wrote software to drive test equipment and collect and analyze the resulting data. (HP-IB bus) I also performed layout-versus-schematic proofing of ICs before fabrication, as well as simple integrated-circuit layout.
Personal Software Projects
Personal Art & Electronics Projects
Education
UC Santa Cruz - Computer Science BA with honors, 1994
Visa Status, and References
I am a US citizen, and references are available for all recent positions.