Last updated May 2005. I am not currently looking for opportunities.
To write software that solves interesting problems and that people find useful.
Software Engineer - Interval
Media, Palo Alto, CA USA (formerly Interval Research Corporation)
At Interval Media I worked on the development of client and server software for phone and videophone services that run Windows PC's and Cable TV set-top Boxes. A recent news release can be seen here. My responsibilities included:
Web Developer - Interactive
Investor International, London UK
At Interactive Investor I was responsible for the generation of charts of stock prices using server-side Perl scripts. Financial feed, news feed and per-user data were combined to add user-defined triggers and news events to charts. I also researched and implemented Technical Analysis tools and indicators. It's quality led Investors chronicle to call it "the best web-based chart service" (8-14 September 2000 issue pg.43) (image)
and later Tools Team Leader - Psygnosis
(a division of Sony Computer Entertainment), Camden UK
I was responsible for the Level Editor for the game Team Buddies released on PlayStation in Q3 2003. Working with other programmers, artists and designers I negotiated requirements and implemented features. It was written in C++ using MFC and Quasar, a proprietary renderer which sat on top of OpenGL and Direct3D. I supported the five people who successfully used the software on a day-to-day basis.
In 1999 my role broadened and I became the leader of a team of three. We had two projects targeting the soon to be released PlayStation 2: Maya extensions to help with the building of game levels, and an advanced landscape editor, based on fractal, Perlin noise and geological formation techniques.
Software Engineer - Alan
Snow Designs, Bath UK
Alan Snow is an award winning children's book illustrator. My main task at ASD was to develop custom tools to work with the Quake engine using a combination of Visual Basic, Visual C++ and QuakeC. As the technical part of a team of 3, I worked intensely for 7 months towards the creation of a demo of "Here Be Monsters". In all aspects of development, my role was to balance between hardcoding features and developing tools so that my colleagues could build functionality themselves.
Programmer - OPeNBooK
Co. Ltd., Roppongi-ku, Tokyo, Japan
I worked closely with Yoot, CEO and founder of OPeNBooK Co. Ltd. on the development of a prototype for an Airport Simulation game. I received high level, conceptual direction, and was responsible for all aspects of design and implementation, as well as organizing artwork production. I enjoyed creative sessions where I had a dual role. Whilst discussing possible game features, I had to simultaneously consider possible implementations to provide development time and performance estimates.
The prototype was implemented under Windows95 using Visual C++, DirectX and Direct 3D. I was the only non-Japanese person working at OPeNBooK. This led to me gaining a working knowledge of the language, culture and games industry.
Programmer - Open World Ltd. Bath UK
At Open World I significantly improved the production efficiency. When I joined the company skilled designers were doing large amounts of essential but repetitive work to produce travel information CD-ROMs. By writing Apple Script that extracted data from a database and controlled DeBabelizer, I created an automated process that needed only data entry and scanning skills, freeing the designers to work on new projects.
Relevant Personal Projects
Links to these projects can be found at http://www.flatfeetpete.com/blox_toys.htm
Go Elemental! Bath - http://www.goelemental.co.uk/bath2004.html
Webcam Music Box - http://www.flatfeetpete.com/musicbox/
Final Scratch Record Box Editor - http://finalscratch.sourceforge.net
I created a fully featured MFC app to manipulate a reverse engineered
music database format. Also included: audio analysis for accurate BPM
measurement and MP3 file cleanup for a fussy 1.0 version of a commercial
DJ mixing app. Two friendly chaps from Germany contributed to the project,
one with code and another with documentation.
I enjoyed the geometrical thinking involved in getting the folding to work. Written instructions and step-by-step diagrams were revised iteratively with the help of friends.
most e-mailed pictures tracker - http://www.flatfeetpete.com/ytrack
I used perl to scrape data from the Yahoo site and build the image using GD. I'm unhappy with the kb size of the resulting piece; reimplementation in flash is an eventual aim.
Space Curling - http://www.flatfeetpete.com/palm/
I created a stable 2D physics engine that simulates multi-puck collisions and ice friction using fixed point maths. The user is able to sweep the ice using the stylus to reduce the amount of friction. This affects the speed of the puck, and if done skillfully, its direction.
October 1993 - July 1997
My final project was a distributed multi-location, multi-user environment based on an agent technology implemented in Scheme (a lisp dialect). The front end was a Java applet that ran in a browser and connected via TCP. The back end was distributed across four Silicon Graphics Indy Workstations. Final Mark 77%
January 1984 - July 1993
A grade at A-level in Maths, Further Maths, Physics, General Studies, Electronics (AS level)
References Available on Request