I am an industry experienced software engineer, living in West Sussex, England with my wife, son and mad spaniel. My career has spanned both the games and VFX industries. My primary interests are in computer graphics, both realtime GPU and photorealistic offline rendering. I also have interests in build systems, compiler best practices, CPU and GPU profiling, open source software, technical documentation and software architecture.
I have self-funded full-time development on my own software products from July 2015 to March 2017. These projects are still active, albeit developed only in my free-time now:
At Criterion, I worked on the graphics team for the middleware RenderWare, versions 3 and 4, primarily on Windows, PlayStation 3 (PS3) and Xbox 360.
At EA, I continued on the graphics team of in-house rendering technology, but also spent time on specific games teams to debug, develop and optimise their rendering code.
At The Foundry, I had two roles: software developer on the Mari 3D painting product; and lead engineer for the DevOps team, supporting the development and QA teams for continuous builds, automated testing, source control, crash reports, and general "how to" advice.
I have a first class honours degree in Mathematics from the University of Hertfordshire (1997).