Wade Brainerd's

Wade Brainerd's

  • 4326 W 177th St
  • Torrance, California
  • 90504-3650

Description

Wade Brainerd http:/wadeb.com/contact Summary I am a technology architect, team leader and firefighter with a track record of high quality, commercially successful products. Experience - C++, Assembly (many architectures), Python, Perl, PHP, ActionScript. - Windows, MacOS X, Linux. - PlayStation 2/3, XBox 360, Wii, Dreamcast, PSP, PC. - Software architecture, Computer graphics, User interface design, Embedded systems, Parallel programming. Activision - Santa Monica, CA - 1998-Present - Principal Technical Director - NGL: Cross-platform graphics library, Lead Programmer, 2001-2007 NGL is a graphics technology project within Activision. NGL has a rich history, cutting edge technology and has shipped many million-selling titles. In 2002 with Spider-Man: The Movie, NGL shipped the first game to simultaneously launch for the three major consoles. In 2006 with Call of Duty 3, we successfully bridged generations developing a PS3 launch title along with XBox360, XBox and PS2 SKUs, all from the same codebase in one year. Each SKU received better than 80% average review scores (gamerankings.com). - SpiderMan 3, shipped April 2007, Programmer Optimization and graphics quality work for XBox360 and PS3. Developed a generic Cell / SMP parallel processing framework. Ported game systems to Cell SPE, including most of the rendering system. Refactored and optimized an existing occlusion culling system. Gave a project post-mortem talk at Sony's 2007 PlayStation 3 Developers Conference describing practical Cell programming techniques, which was voted 'most useful' of the conference by attendees. - Call of Duty 3, shipped November 2006, Programmer Assisted with design and implementation of rendering, scene management, lighting, shadows, visual effects systems. Developed an optimized CgFX rendering system for Xbox 360 and PS3. Developed a PS3 GPU performance analysis tool that is now used throughout Activision. - Spider-Man 2, shipped June 2004, Programmer Provided technical assistance during design and development, writing shaders and helping with performance optimization. Implemented city rendering pipeline on PS2 as well as aspects of the day / night transition and special effects. - Spider-Man: The Movie, shipped March 2002, Programmer Responsible for PS2 and platform-independent graphics programming. Worked with artists and designers to design the look of the game. Developed a PS2 rendering engine from scratch which became the basis for NGL. To date, Spider-Man: The Movie has sold over 4 million units. - Tony Hawk.s Pro Skater, shipped June 2000, Programmer Dreamcast port of the popular skateboarding game. Our work was the basis for Tony Hawk 2 Dreamcast, Spider-Man Dreamcast, and Tony Hawk 2X for XBox. - Draconus: Cult of the Wyrm, shipped March 2000, Programmer Dreamcast Action/Adventure game. Designed & built various systems and hardware abstraction layers for Treyarch's ArchEngine. Ported the engine to Dreamcast from PC. The ArchEngine has been used in many Treyarch games including Kelly Slater's Pro Surfer, Minority Report, and all three Spider-Man games. It is still actively developed at the company today.

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