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Curriculum Vitae / Resume
| Personal Details |
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Name: |
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Mark Wesley |
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Nationality: |
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British |
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| Email: |
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See Here |
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| Work Experience |
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Oct 10 - Present: |
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2K Marin (SF Bay Area, USA) - Senior Programmer:
Oct 10 - Present: Senior programmer on XCOM, primarily working on the tech and engine side.
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Sep 06 - Oct 10: |
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EA Blackbox (Vancouver, Canada) - Senior Software Engineer:
March 10 - Oct 10: Senior Software Engineer on "Need For Speed: The Run" as a multiplayer & AI specialist. Added a rewindable replay system for greatly improved gameplay debugging. Re-architected multiplayer and AI systems to allow for fast, responsive, low-latency, low-jitter performance for all clients and with distributed processing. Added automated test framework for enforcing physics and gameplay tuning of vehicles remained consistent whilst also providing AI + physics/gameplay with up-to-date in-game metrics on all aspects of each car's driving characteristics.
Jan 09 - March: Senior Software Engineer on Skate 3, primarily responsible for the addition of deterministic physics and AI to multiplayer as well as removing lag and jitter that had affected multiplayer in previous skate games.
Sep 07 - Jan 09: Gameplay Lead (Responsible for all AI, Animation, Physics and core gameplay) on Skate 2 for Xbox360 and PS3.
Sep 06 - Sep 07: Skater AI Lead and general gameplay programmer on Skate for Xbox360 and PS3.
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August 03 - Sep 06: |
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Rockstar Vienna (Vienna, Austria) - Senior / Lead Programmer:
Sep 05 - June 06: Lead Programmer on a major "next-gen console" title, leading a team of 18 programmers.
Took over what was a struggling project in September and helped turn around the technical direction and
drive the team to achieve an extremely successful "Vertical Slice". Responsibilities included managing
the entire programming team, the technical vision, the software architecture and liasing with the other
Rockstar studios to develop a shared cross platform game engine.
Feb 04 - Sep 05: Senior / "Deputy Lead" Programmer on Manhunt 2 (originally for PS2 and Xbox). Implemented geometry, texture and animation
streaming as well as various gameplay features such as environmental, gun and jump attacks and executions.
Senior Programmer on Max Payne 2 for PS2
and Xbox. |
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March 02 - August 03: |
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Kuju Entertainment (London, England) - Lead Programmer
on the Xbox version of Reign Of Fire, as well as sole advisor / support for the external Gamecube team.
Was half of the 2-programmer team who wrote the prototype that was later signed by Nintendo and became
Battalion Wars. Also rapidly prototyped several other games
on top of Unreal for publisher-pitches, including what became
The Regiment
(published by Konami).
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Feb 01 - March 02: |
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Criterion Games (Guildford, England) - Software Engineer on the highly successful arcade
car racer Burnout for Sony Playstation 2,
Xbox and Gamecube. I worked on various gameplay elements and also wrote the entire Crash Replay
System, Frontend, HUD, as well as all of the graphical effects in the Xbox and Gamecube ports.
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July 00 - Feb 01: |
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Only Games and 9to5cafe.com (London, England) - Lead Java programmer producing various
games (from simple, intuitive, arcade games to a massively popular, fully multiplayer, Worms / Scorched
Earth clone), graphical demos and core technology. Unfortunately, because of financial difficulties the
company was dissolved and everything produced is therefore no longer available.
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Apr 99 - Oct 99: |
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Nortel Networks
(Harlow, England) - 6 month industrial placement as part of my degree. I worked as a Software Engineer in the
Broadband Satellite Networks department. My main task was to design and produce a real-time ATM network
traffic scheduler inside the Linux kernel.
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| Education |
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| 1996 - 2000: |
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Imperial College of Science, Technology and Medicine, University of London |
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| 2000: |
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MEng Honours Degree in Computing - 2:1 |
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For my final year individual project I researched and developed a
tool to model the possible dangers of a laryngoscopy, based on electromagnetic scans of the patient’s
skull. It mainly involved transforming any arbitrary set of 2D MRI Scans into a 3D polygonal model
of the patient. This model could then be manipulated in real-time without many of the problems
of a traditional voxel representation.
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| 1994 - 1996: |
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Burford School, Oxfordshire |
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| 1996: |
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4 A-levels: Computing (A); Maths (A); Physics (B); Further Maths (C). |
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| 1989 - 1994: |
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Carterton Community College, Oxfordshire |
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| 1994: |
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11 GCSEs |
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| Skills |
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| Computing: |
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C / C++: Over 16 of years experience (including GCC, MS Visual Studio, Metrowerks Codewarrior and SN / ProDG).
Some experience in a variety of other computer languages known including C#, Java, Python and Unrealscript.
Libraries and Middleware: DirectX, OpenGL, Renderware and Unreal Engine 3
PS2, Gamecube, Xbox, Xbox360, PS3 and PC development experience.
Significant experience leading and managing teams of engineers.
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| Other: |
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Clean British and US driving licences.
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| Interests And Activities |
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Cooking, brewing beer, keeping fit.
Fan of almost all computer game genres on all platforms.
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| Referees |
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Available on request |
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