B.A.Sc, Mechanical Engineering, Honours @
University of Waterloo
I have been working in the games industry for 15+ years. In that time, I have been focused primarily on game engine development and optimizations. I have worked as a principal engineer, a lead programmer, technical director, technical producer and project manager. I have shipped 10+ games, including two editions of the Call of Duty franchise. On
I have been working in the games industry for 15+ years. In that time, I have been focused primarily on game engine development and optimizations. I have worked as a principal engineer, a lead programmer, technical director, technical producer and project manager. I have shipped 10+ games, including two editions of the Call of Duty franchise. On those two titles, I acted as technical director and project manager.
In my role as an engineer, I worked primarily in rendering technology, physics, math and collisions libraries as well as associated areas. I have been responsible for critical trouble shooting of the code base during the final steps to ship a game. Both individually, and by leading small strike teams, I was responsible for optimizing games that were rending at exceptionally poor frame rates and in a short period of time delivered them at shipping frame rate targets.
I enjoy working with, coordinating, and developing large and small teams. I believe in empowering the content team to make great games by providing them with the right tools and support. On an individual basis, I believe that growing an individual only helps grow and strengthen a team. My focus tends to be on process, pipeline, and significantly - communication. I like cross-disciplinary approaches and holistic approaches to game development through collaboration.
Keywords: Computer game technology, physics/simulation, communication across disciplines, programming, math, cross-boundary collaboration, project planning, project management, xbox, playstation, xbox one, PS3, PS4, Unreal.
Principal Software Development Engineer @ September 2014 - June 2015 (Microsoft Game Studios - Internal Studio Team)
Shipped Game: Age of Empires: Castle Siege (PC, Phone-Win, iOS)
Hired to help manage expansion of studio for AAA production
- New title in existing franchise (cancelled)
Engineering oversight and scheduling of Age of Empires: Castle Siege
- Windows and Windows Phone releases
- Development and release on iOS and Windows 10
Help manage prototyping efforts for new IP From September 2014 to Present (1 year 5 months) Greater Seattle AreaTechnical Director @ Shipped Games: Call of Duty: Modern Warfare 3, Call of Duty: Ghosts
- GST: Manage a team of 50+ programmers to support game and engine development
- GST: Directed / Architected the next generation engine for CoD on PS4 / Xbox One / PC DX11.
- GST: Responsible for managing project / engineering risk and schedule
- GST: Collaborate with art leads to establish new process and pipeline for asset creation
- GST: Work with production to establish project schedules and milestones
- GST: Help to establish project goals and art targets
- GST: Oversaw pioneering work between engineers and artists on real time sub-division surfaces and displacement in the game and art pipeline.
- MW3: Reduced audio processing by 3.5 ms (out of a 16ms frame).
- MW3: Refactored the effects system and optimized the system for additional concurrency. Result was 2-4ms gained per frame and much tighter scheduling on dependent tasks.
- MW3: Moved all effects processing to the SPU
- MW3: Optimized the general per frame updating of entities to save 2.5ms on average
- MW3: General troubleshooting of existing systems
- MW3: Organized and managed code teams across multiple development studios during critical final stages of MW3 development
- MW3: Scheduled and managed IW code team to finalize PC SKU and day one console patches
- MW3: Worked closely with IW production and executive Activision management teams to organize submission process for simultaneous worldwide launch From January 2011 to April 2014 (3 years 4 months) Lead Software Development Engineer @ Shipped Games: Kinect Adventures
- Resolved multiple synchronization bugs
- Performance was 40ms+ on all three primary threads (game, render and gpu). Worked to get these within acceptable limits (30fps for 92% of game time)
- Resolved large number of crash bugs. Qualitative testing when I started was a crash during regular game flow within the first 10 minutes. One month later, in our first Mean Time to Failure report QA did not crash for over 70+ hours.
- Worked with platform team to resolve issues with the Kinect SDK. From February 2010 to January 2011 (1 year) Lead Technical Engineer @ Shipped Games: Neverwinter Nights 2, Alpha Protocol
Cancel Game: Aliens RPG
Partial Contribution: Dungeon Siege 3
- NWN2: Frame rate was running at less than 4 FPS on lesser GPUs. Performed multiple optimizations (shaders, render path, scene organization) to get it running at 30 FPS.
- NWN2: Played a significant role in fixing and stabilizing the game to be ship ready.
- Aliens: Established a team to create a new engine code base.
- Aliens: Direct management of a team of 4-8 engineers
- Aliens: Help create the production pipeline and process.
- Aliens: Collaborated with art and design to establish technical requirements, and goals.
- Aliens: Architected new engine code base and contributed a significant part of the code.
- Aliens: Worked on generating PS3 (SPU) specific implementations for concurrent tasks
- Aliens: Execute principle system implementation for rendering, physics, scene graph, actors, and system integration.
- OEI: Aliens engine code base used on later projects (e.g. Dungeon Siege 3) From March 2006 to November 2009 (3 years 9 months) Simulation Engineer @ Shipped Games: Bloodrayne 2, Aeon Flux, Spy Hunter 3
- Improved an iteration, impulse response physics engine for faux friction response
- Integrated ODE (0.5) into code base
- Rewrote all collision tests to generate a consistent three points of penetration
- Made improvements to improve simulation for large step sizes (33ms).
- Wrote primitive vs triangle tests used for arbitrary mesh collision
- Optimized all physics and collision code for consoles with a focus on the PS2
- Developed visualization systems for physics data
- Improved debug systems and debug render draw From October 2003 to February 2006 (2 years 5 months) Lead Programmer @ Shipped Games (PC): Bridge Builder, Mahjong, Super Ball
- Performed an evaluation of most existing game engine products for use by the company
- Joined a team to make an internal engine working on input, gui and rendering
- Lead a small team to create arcade games for Real Arcade using the internal engine
- Followed up those titles with Airport Tycoon 2 From April 2001 to September 2002 (1 year 6 months)
Andrew Aye is skilled in: Problem Solving, Programming, Program Management, Stress Management, C++, Project Planning, Rendering, Graphics, Software Engineering, Software Development, Systems Engineering, Software Project Management, Software Design, Game Development, Game Programming
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