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Nathan John Mates
Email: nathan@visi.com
Web home page: http://www.visi.com/~nathan/
[Resume last updated April 2005]
Objective:
-
To excel in all aspects of game programming, from efficient code
design, implementation, documentation, and tools needed to facilitate
production and final code. Portability and security of code are
emphasized, without sacrificing speed and memory use.
Computer Experience:
- Programming experience: Fluent in Unix, C
& C++, Lua, Perl,
6502/65816 Assembly, Pascal, HTML. Familiar with Basic,
CGI.
- Platforms/libraries programmed for: Sony Playstation 2, Microsoft
XBox, Sony Playstation, Windows/DirectX, Microsoft Foundation Classes
(MFC), Winsock (Windows Sockets), Sega Saturn high level libs
(SGL).
- System administration experience: Windows, OpenBSD, and Linux platforms.
- Documentation experience: written extended documentation for games
worked on (Battlezone 2 Networking
and Scrap management, Ten Pin Alley).
Summary of Shipped Titles
In all of the below, I was one of the team of programmers:
- Ten Pin Alley - Playstation 1 (1996), Windows (1997) Sega Saturn (1997)
- Brunswick Circuit Pro Bowling - Playstation 1 (1998), Windows (1998)
- Battlezone II - Windows (1999-2000, with patches)
- Triple Play 2002 - PS2 (2002), XBox (2002)
- Star Wars: The Clone Wars - Gamecube (2002), Playstation 2 (2002), XBox (2003)
- Star Wars: Battlefront - Playstation 2 (2004), XBox (2004), PC (2004)
- Star Wars: Battlefront II
Work Experience:
- Pandemic Studios,
programmer, 1998-present. Headed Gamecube to PS2 conversion of
Clonewars for Lucasarts, and frontend XBox Live coding, including
session creation/mangement, front end screens, etc. Headed PS2 to XBox
conversion of Triple Play 2002 for EA Sports. Adapted Fifa from
standalone PC product to run in web browser for EA.com (never released
in North America). Implemented networking code and other code for
Battlezone 2, tracked down post-shipping crashes, and coordinated
collecting bug reports, code/asset changes, and managed releases of
1.2 and 1.3 patches. On Star Wars: The Clone Wars, headed PS2
conversion from Gamecube, and implemented XBox Live setup code and
user interface. On Star Wars: Battlefront, wrote crossplatform menuing
system, XBox Live user interface and parts of the Gamespy user
interface.
- Adrenalin Entertainment, Software Engineer. July
1996-1998. Ported Ten Pin Alley to
Sega Saturn; additional programming
for bowling AI and other platform-independent engine code for PSX and
Windows95 versions of Ten Pin Alley and Brunswick Tournament of
Champions Bowling. 3D art and animation translation and playback
programs from AGFLI (3DS:Max Plugin) format to Playstation HMD and D3D
DrawIndexedPrimitive for Brunswick Tournament of Champions and other
art tools.
- Scalable Programming Laboratory, Caltech. Staff
Programmer. February 1994 - April 1996. Developed large dataset
manipulation tools for half-gigabyte files and scripts to automate lab
work. Generated pictures and movies from results of all of the
laboratory's scientific simulations with Alias|Wavefront's Data
Visualizer and Composer; production quality video equipment used to
create videos for publications and funding proposals.
- SoftDisk Publishing, Inc., Programming intern. Summer 1993. Wrote
Apple IIGS utilities.
Education:
- Bachelor of Science in Engineering & Applied Science from
California Institute of Technology, June 1996.
Activities and positions:
Looks interesting enough? You can email me at nathan@visi.com for more information, return to my home page to see portions of my
work online, or see many other ways to contact
me
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