This role has permitted me complete control of the management and development of a brand new tool chain for this major mobile publisher and developer. I have been instrumental in creating a level editor and architecting an asset pipeline to unify the myriad of tools and batch files that were prevalent previously. I also use this position to advocate and facilitate the usage of common tools, and code sharing.
As a senior developer I also liaise with designers, artists, and other lead programmers to create tools and solutions that aid the individual projects. This may involve writing project-specific processing modules and exporters, or general-purpose code that is focused for one project, but is later available to all. I also report to the studio head to proactively discuss future strategies.
In 2006, I designed and built the company's first cross-platform 3D engine for mobile development. This was written in Java and worked with both the Mascot and JSR 184 (M3G) API's by abstracting the common elements behind an effective API. It was primarily focused towards our first full 3D game, Project Gotham Racing: Mobile, but consisted of a general-purpose engine layered with a general purpose racing engine, and custom code for PGR. This is now used by all the other 3D titles (including Transformers), but I am still able to influence the continued enhancement of this code, to ensure a high level of quality.
Additionally, I founded Glu University that gives lectures and tutorials on the various technologies inside (and outside) of the company and disseminates information, raising the average ability of all our developers. Past lectures have included 3D on mobile, optimizations, and the asset tool chain.
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