want to be productive. I am most content when I am working on
a programming project and completing my goals. I wish only to
put my experience and skills to use and to continue learning all
I can about programming techniques and hardware platforms.
I am currently happily employed at Electronic Arts, Tiburon in
the Orlando, FL area.
I am a video game programming
veteran with 15+ years of professional experience. I am also
a computer geek who has 25+ years of computer knowledge. I
have shipped numerous titles for many different console platforms.
Some titles were written in C/C++ while others were coded in
assembly. Even after 25+ years of being involved with computers,
I have an insatiable appetite for learning more. I am a loyal
and productive employee whom I believe will be an asset to
1990 – Mickey’s Colors And Shapes – PC-DOS –
· 1991 – Monopoly – NES – Project Manager
· 1991 – Monopoly – Gameboy – Project
· 1992 – Monopoly – Famicom – Conversion
· 1992 – Monopoly – NES (British, French, and
German) – Conversion programmer.
· 1994 – Noctropolis – PC-DOS – Programming
· 1994 – Symphonix OPL Editor – Windows –
· 1995 – Greatest 36 Holes Starring Fred Couples
– Sega 32X – One of four programmers.
· 1996 – Nester’s Funky Bowling – Nintendo
Virtual Boy – Lead programmer.
· 1997 – James Bond 007 – Gameboy – Sole
· 1998 – Oddworld Adventures – Gameboy –
· 1999 – Catz – Gameboy Color – Sole
· 1999 – Dogz – Gameboy Color – Sole
· 2000 – Best of Microsoft Entertainment Pack –
Gameboy Color – Lead programmer.
· 2001 – Legends of Wrestling – Playstation
2 – Programmer.
· 2002 – Legends of Wrestling – Gamecube –
Assistant lead programmer.
· 2002 – Legends of Wrestling – Xbox –
· 2002 – Legends of Wrestling II – Playstation
2, Gamecube, Xbox – Programmer.
· 2004 – SHOWDOWN: Legends of Wrestling – Playstation
2, Xbox – Programmer.
2005 - Madden 06 PSP
- Playstation Portable - Online/Network Programming.
2006 - NFL Head Coach - Xbox, Playstation 2, PC - Online/Network
- Present Electronic Arts Tiburon - Software Engineer II
programming on the Central Online Next-Generation team.
I have completed two projects in my first two years at EA.
Madden 06 PSP and NFL Head Coach. I was the sole programmer
for Online/Infrastructure on Madden 06 PSP and co-programmer for
online/network on NFL Head Coach.
1/2003 to 8/2004 Acclaim Studios -Austin
TX Programmer - Level 3
I was a programmer on the teams that developed Acclaim's Legend
of Wrestling series. I not only worked on the user interface for
all three products. I was also responsible for technical requirements
for each of the platforms. I provided peripheral support for the
engine used by LOW.
8/2001 to 1/2003 Acclaim Studios - Salt
Lake City UT Programmer - Level 3
I was a programmer on the teams that developed Acclaim's Legend
of Wrestling series. I was responsible for all assembly code (PowerPC)
used in the Gamecube version of Legends of Wrestling and Legends
of Wrestling II. I was assistant lead on the Gamecube port of Legends
of Wrestling. I was responsible for technical requirements and
user interface for all platforms. I also assisted with statistics
tracking and some AI. When the studio was closed down by corporate,
I was one of six out of the entire studio (80+) offered the opportunity
to continue with Acclaim at their Austin studio.
1/1995 to 8/2001
Saffire Corporation American Fork UT Gameboy Technical Director
I was responsible for overseeing the production of all Gameboy
and Gameboy Color titles. I was the lead programmer on Best of
Microsoft Entertainment Pak for Gameboy Color. I was the only
programmer on Catz for Gameboy Color. I was the only programmer
on Dogz for Gameboy Color. I was the only programmer for Nintendo's
million-seller James Bond 007 on Gameboy. I also did prototype
work for Tiger Wood's golf on the Nintendo 64. I was responsible
for DirectX compatibility on an unshipped PC title. Saffire's
Gameboy library consists of titles based upon my engine work (Z80
Assembly). The engine and tools that I produced while at Saffire
were licensed to third parties.
1/1992 to 12/1994 Flashpoint Productions
Lacey WA Senior Programmer
I was the only programmer on an unreleased Sega Genesis snowboarding
game. I was responsible for physics, AI, game play, user interface,
etc. I assisted programming on Electronic Art's Noctropolis. Basically
I was responsible for putting out the fires for this product.
I was responsible for the user interface and AI for Fred Couple's
Greatest 36 Holes for the Sega 32X platform. I programmed a commercial
development tool used by sound engineers entitled Symphonix OPL
Editor. This was a Windows application that interfaced directly
with the Yamaha OPL chip prevalent on most sound cards at the
to 12/1991 Sculptured Software Salt Lake City UT Development Systems
My primary responsibilities at Sculptured were the support and
design of development systems and development tools. The development
packages were also licensed to third parties and I was responsible
for their training and support as well. I was a key factor in
Sculptured's ability to develop a hardware based devkit for the
SuperNES (Then known as the SuperFamicom). Despite my lack of
any formal electronics education, I was able to convert an older
NES development system to work with the SuperFamicom. This allowed
our contracted hardware engineers to produce a prototype in less
than 60 days We were also able to develop the tools necessary
for a SuperNES SDK and managed to show it at CES. These development
kits were then licensed to third parties with Nintendo's approval.
09/77 to 05/78 Utah Technical College
Salt Lake City UT
Computer Science Major. Unable to complete my associates degree
due to financial situation.
Assembly level programming
on both CISC and RISC chips. These included 6502, 6800, 6809,
68000, Nec V810, Z80, Z280, SH-2, PowerPC, x86. C/C++ programming
on various console platforms, including NES, Sega Genesis, Sega
32X, Super NES, Gameboy, Gameboy Color, Gameboy Advance, PC, Playstation
2, Xbox, Gamecube, Playstation Portable, Playstation 3, and Xbox
360. A very thorough understanding of computers and operating
systems. I have set up Local Area Networks using Lantastic, Novell
Netware, OS/2, Microsoft Windows Server, FreeBSD, and Linux. I
am currently focused on improving my C++ knowledge skills and
working with patterns. I am a very resourceful programmer,
if I don't know how to do something, I do know where to look to
find out how.