STEPHEN H.
CLARKE-WILLSON, Ph.D.
21916 NE 20th Way, Sammamish,
WA 98074
Phone: (425) 281-2696
E-mail: Stephen@above-the-garage.com
OBJECTIVE
Technology
Development, primarily C/C++
EMPLOYMENT HISTORY
ArenaNet, Bellevue, WASammamish 9/2005 – Present
Server
Programmer
- Develop restartable,
dynamically updatable, multi-threaded, asynchronous, near-real-time, continuously
running, error free highly optimized support servers for Guild Wars.
Above the Garage
Productions, Sammamish,
WASammamish
5/2004
– 9/2005
Game
Technology Developer
- Thread-safe
multiprocessor execution profile tool for Gas Powered Games
- Downloadable
music system (payment system, database, file server, embedded C++ DRM player,
etc.) using Microsoft DRM technology.
Online and selling music now at http://www.directsong.com.
Amaze Entertainment - Adrenium Games
Studio,
Kirkland, WA
1/2000
– 5/2004
Vice
President and Executive Studio Director
- Developed
Adrenium Games as a new studio within Amaze Entertainment focused on
console development (PS2, Xbox, GC)
- Responsible for
hiring and reviewing 70+ full-time staff across Adrenium and Black Ship
studios
- Responsible for
managing core technology group, which developed a fully general,
cross-platform game engine (no middleware), which Activision rated in the
top 5% of engines they had seen
- Responsible for
game development process across design, art, programming and
sound/music.
- Developed
Azurik: Rise of Perathia for Xbox
launch (Microsoft); Samurai Jack for PS2, GC (Sega); Lemony Snicket’s A
Series of Unfortunate Events for PS2, GC, Xbox (Activision).
Amaze Entertainment - Black
Ship Games,
Kirkland, WA
5/2003
– 5/2004
Head
of R&D
Digimon
Rumble Arena 2
(PS2, Xbox, GC)
- Responsible for
product development within Black Ship Games, an Amaze studio that focused
on console development for Asian publishers
Cavedog Entertainment,
Bothell, WA 3/1998
– 12/1999
Sr.
Lead Client Programmer
Total
Annihilation, Total Annihilation: Kingdoms, Amen: The Awakening (PC)
- Interface
programming and project management for ‘Boneyards’ online matchmaking
system for Total Annihilation
and Total Annihilation: Kingdoms
- Lead Developer for
Kingdoms 2.0 upgrade which resulted in 2x-7x performance improvement over
version 1.0 (and the entire project only took five weeks!)
- Compatibility
programming for Amen: The Awakening
graphics (ported DX6 implementation to about 20 different video cards)
Above the Garage
Productions, Sammamish,
WASammamish 4/1994 – 2/1998
Game
Technology Developer
(Consulting)
- Developed new
32-bit game engine (SuperSet™) for Windows
- Programmed all
low-level game services using Microsoft Direct3D, DirectSound, DirectInput;
complete collision and motion system; scripting language; integrated game
layout editor
- Developed
multiple applications using the SuperSet engine for multiple clients
- 3D Hardware
Analysis: in-house experience with
all major 3D accelerators (some that never shipped) including 3Dfx Voodoo
1/2, Rendition V1000 and V2100, Oak Technology Warp 5, PowerVR 1&2;
ATI Rage I/II/Pro; S3 Virge (VX/DX/GX/GX2), Nvidia Riva 128, TNT, TNT2,
and others (basically everything through DX6)
- Consulting:
Intervista Software - Direct3D and S3 graphics implementation (complete
conversion from D3D Retained Mode / Immediate Mode in six months to S3
hardware) for VRML 2.0 Browser (millions of copies distributed by Microsoft
with Internet Explorer 4.0)
- Other clients
included Virgin Sound and Vision, DreamCatcher Interactive, Extreme Audio
Reality, Cavedog Entertainment
Virgin Interactive
Entertainment Inc.,
Irvine, CA 1990 – 1994
Vice
President, Worldwide Product Development
- Expanded product
development staff from four producers, three programmers, and one artist
(total eight staff) to180 staff worldwide in three locations (Irvine, Las
Vegas, and London)
- Additionally
supervised $10M in external product development worldwide
- Three-quarters of
the company reported to me
- Gross (wholesale)
sales increased from approx. $30M to $180M in 3 1/2 years
- Key products
produced by the internal studios included Disney’s Aladdin for Sega
Genesis (4.0M units), Disney’s Jungle Book for SNES and Genesis, and
Demolition Man for 3DO, a groundbreaking product incorporating specially
shot, live footage of Sylvester Stallone and Wesley Snipes
- The internal
studios in Irvine,
which I supervised, accounted for about half of all revenue generated,
worldwide
- Instrumental in
the acquisition of Westwood Studios
- Supervised
budgets at Westwood Studios
Producer
- Products produced
or executive produced included "Global Gladiators" [Product of
the Year award from Sega], "The Seventh Guest" [1.5M unit CD-ROM
virtual reality game], "Cool Spot" [one of the five highest
rated games ever according to Sega's own rating system, approximately 1M
units worldwide]; "Double Dragon" [a defect-free product (no A,
B, or C class bugs) according to Sega's own testing]; "Monopoly
Deluxe" for Windows and DOS [several hundred thousand units]; and
many others
PDA Engineering (Patran
Division), Costa Mesa,
CA 1988
– 1989
Software
Architect
- Software
architect for Patran-3 MCAE (Mechanical Computer Aided Engineering)
software system
- Designed all high
level module interfaces for 3-D MCAE system portable across five
workstation vendors (SGI, Dec, Sun, HP/Apollo), including vendor-specific
accelerated graphics processing, and interface to SQL database system
- Also project
manager for "Core" (portable I/O, Graphics, GUI and Database)
subsystems. (Total system
size: 2M lines of code)
Northrop Research and Technology Center, Hawthorne, CA 1986 – 1988
Research
Scientist
- 3-D modeling and
image processing for Advanced Technology Bomber ("Stealth")
target acquisition on SGI equipment
- Served on
Corporate Software Practices Committee reporting to the president of
Northrop Corporation, which surveyed software development practices over
all seven Northrop divisions
Contract Programming (while pursuing Ph.D.) 1981
– 1986
- Free-format
editor for DayFlo free-form database system
(C/PC); tiny Basic interpreter written in Tiny C (plus assembly language)
for Z80; Ada Library manager for Irvine Compiler Corp.
Lab Manager, UC Irvine 1977
– 1981
- Maintain
mini-computer lab for Department of Information and Computer Science, UC
Irvine, and implement various projects for the department, including: Port of UCSD Pascal P-System from PDP-11
to Lockheed SUE computer (completely in binary – no source changes);
maintain Varian 620 hardware; Lockheed Sue hardware; Distributed Computer
Operating System (DCOS) link hardware; various Unix systems; port of “F”
editor from MLisp to C (which became basis of DayFlo database editor); Lisp programming; Pascal
programming support for various classes; Ada
parser in Lisp; Dec-10 programming…
EDUCATION
University of California, Irvine
Ph.D. in Computer Science; specializing in
Software Engineering
M.S. in Computer Science
B.S. in Computer Science (cum laude)
OTHER
Juror, Milia d’Or Multimedia Awards, Cannes, France 1996