With over 3 years of AAA game development experience, and over 20 years of independent experience, I have a demonstrated passion for game development and software engineering. My experience ranges from AAA titles for next-gen platforms (Playstation 3, Xbox 360, PC), to handheld (GBA, iPhone) and 8-bit microcontroller platforms. I typically work on gameplay/generalist tasks, but I also have experience in graphics, AI, audio, networking and multi-threading.

Here is a list of games that I've worked on:


 
Bioshock 2 Multiplayer 2K, Digital Extremes


Accomplishments:

Various unannounced features
Worked on PC, PS3 and 360
 


 
Bioshock PS3 2K, Digital Extremes


Accomplishments:

Implemented PSN Trophies
Low-level API: UI, SaveData, GameData
Miscellaneous porting
Wrote article on PSN Trophies for 2K's dev blog
 


 
Unannounced "Project A" (2007) Pseudo Interactive
Next-gen AAA project

Accomplishments:

XBOX 360 development
Gameplay AI programmer
Implemented Goal Oriented Action Planning system
Uses A*-based heuristic search algorithm, in action-space
City simulation, pedestrians
Influence maps (for crowd behaviour)
 


 
Unannounced "Project B" (2007) Pseudo Interactive
Next-gen AAA project

Accomplishments:

XBOX 360 development
Game, weapon, power-up logic
implemented the 2 weapons used in prototype
"source" power-up logic
contextual action sequence prompting system
frustum-based target cycling system
auto-aim with lock-on and accuracy
system determines best 3 targets and cycles thru them
"spell" system
anti-gravity, boost, and heal/repair
"falling debris" segment of demo
 


 
Full Auto 2: Battle Lines (2007) Pseudo Interactive
PS3 launch title published by SEGA in North America and Europe

Accomplishments:

Game, weapon, power-up logic
PS3 API
UI (system, error messages)
Asynchronous disk access
load/save game and settings system
PS3 stack/heap instrumentation and optimization
 


 
Drum Machine (2008)
Rock Band™ Drums on your PC

Accomplishments:

All programming, art, and modelling
Direct3D 9
Uses HLSL, shader model 2.0
 


 
Demo Squad (2005)

Accomplishments:

All programming, art, and modelling by Andrew Rudson
OpenGL
Intelligent AI opponents
Particle system for nice explosions
Bone animation on players
 


 
Tempo the Frog (2002) Steakhouse Games
GameBoy Advance beat-matching rhythm game demo

Accomplishments:

Background/parallax scroller code
Portions of the foreground/sprite code