Brian Leake - Resume
e-mail - phyd.resume at phyd.org
1997 - 2004
NAMCO Hometek Inc.
San Jose CA.
Technical Director and Snr. Producer, R&D (External Development)
& Technical Director and Senior Software Engineer, R&D (Internal Development)Initially hired as Snr. Software Engineer in 1997, I became Technical Director for R&D in Spring of 2000, and became part of the External Development group in Fall 2002. NAMCO Hometek Inc. is the United States division of NAMCO Ltd., responsible for the sales, marketing and R&D of home videogame products.
Technical Director / Production, External Development
Reviewed external development concept submissions, negotiated development contracts, created milestone schedules, reviewed technical documentation, reviewed milestones, monitored product progression through the QA process, and provided marketing support within the organization.
Evaluated developer competency - analyzing manpower and technology on a per-project basis.
Shepard project from green light into full production.
Responsible for evaluating external development projects for technical merit and suitability for publication.
Provided technical expertise and development support to both the External Development department and the rest of the company.
Provided Technical guidance and support to developers.
Visited developers to manage project design and development.
Evaluated movie and art houses for contract work.
Researched technologies and middleware.
Provided product archives and source code to developers for port projects, handled follow-up technical questions.
Product development presentations to senior executives at parent company.
Reported directly to the Executive Vice President for R&D.
Untitled Franchise Product [2004 / 2005]
Technical Director and Snr. Producer
Worked as both Snr. Producer and Technical Director for an all-new high-profile franchise title for Namco. This project followed a remit to bring back a popular videogame franchise character with a strong re-launch product for 2005, under tight fiscal guidelines. I worked closely with both the developer and animation legends Don Bluth and Gary Goldman. An original design concept, together with a complete playable prototype product, milestone schedule, budget, and technical design document (and review) were all packaged within a three month period. This project has now been received positively within the group. As Producer for this title, I was solely responsible for steering the product design and direction to green light. Due to NDA, this title cannot be named.
Title Porting to PC and GBA [2003 / 2004]
Technical Director and Producer
Oversaw a number of profitable opportunities to port existing Namco Hometek titles to both GBA and PC platforms. The PC version of Dead To Rights was published in Fall 2003, with Pac-Man World 2 and I-Ninja coming for Spring 2004. Further titles cannot be disclosed due to NDA. I acted as Technical Director and Producer for all these titles, supporting the developer, co-publisher, and marketing department within Namco. I simultaneously worked on 7 porting titles during Spring 2004.
I-Ninja [2003 / 2004]
Technical Director
I-Ninja is a weapons-based platform game, of the old-school hack-and-slash variety. Following the death of his Sensei, Ninja must seek revenge on his assassin using a variety of martial-arts moves, Ninja weaponry, and gutsy acrobatics. Running at a constant 60fps, this title was developed under a very tight production schedule, from design to completion in 9 months. Argonaut (Edgeware, England) were the primary developer on this title.
Worked as Technical Director and design advisor with the Snr. Producer on this title. Outlined requirements for Technical Design Documentation, performed technical reviews and analysis of the engineering and implementation plan for this project. Provided regular reviews of currently product builds, cited existing problems, identified risks with development, and approved milestones. Worked with the developer to improve game design, technical implementation, and overall product quality. This product was released in Fall 2003 for PlayStation2, GameCube and Xbox. PAL relea
se followed in February 2004.
Produced PC version, working directly with the developer to port the title from consoles to PC. Worked with PC compatibility and language translation house to perform QA and additional translation services. Researched and coordinated copy protection technology. The multi-lingual PC version of I-Ninja releases Q1 2004, co-published by DSI and Namco Hometek Inc.
I also coordinated the production on a GBA version of this title, developed by Coyote (Croydon, England). This version will be published in Summer 2004.
Technical Director for R&D / Technical Services Group
Responsible for enabling and encouraging inter-project communication and shared development effort across multiple platforms.
Managed development system deployment, product licensing, and tools deployment for programmers and artists.
Managed Tools and Technology group to support multiple internal projects. Performed annual reviews of engineering staff.
Advised and assisted internal teams with engineering efforts, debugging and QA process.
Worked with QA, Producers, and APs to assist with final submission process.
Evaluated technical risks and communicated with NAMCO management on engineering process.
Evaluated third-party product submissions and milestone reviews.
Provided reports on status of development on all internal projects.
Managed relationships with middleware vendors.
Recommended technical solutions to engineering teams.
Worked with I.S. to ensure network and server infrastructure met the needs of internal development.
Coordinated attendance to developer conferences.
Assisted management with Wireless gaming initiatives.
General fire-fighting on all NHI projects. Reported directly to Vice President of R&D and the Chief Financial Officer (CFO).
Dead To Rights [PlayStation2, Xbox, GameCube 2002 / PAL and PC 2003 ]
Technical Director for Core Technology Group
Dead To Rights is NAMCO Hometek's high-profile film-noir action adventure game. This ambitious project was started in Spring of 2000, using technology developed and shared from NAMCO's other PS2 product, Pac-Man World 2 (see below). To coordinate such an effort, I spearheaded the Tools and Technology group to further develop the tools chain, art pipeline, and engine subsystems used on both products. I worked closely with my own staff, the Director of Core Technology, and project staff directly. As Technical Director, I was responsible for coordinating shared engineering efforts across both projects. In Spring of 2002 engineering focus changed rapidly to the Xbox, which became the lead SKU for publication. At the same time, PlayStation 2 and GameCube versions of the same engine technology was maintained in order to provide a shared code base across all three platforms.
Supervised "level editor" effort within Tools and Technology group to allow level visualization and just-in-time tweaks to scene data. Coordinated feedback from team to development group. Maintained art pipeline tools previously established for Pac-Man World 2 project. Provided significant engine support (all platforms) and implement requested features. Enhanced various engine components and provided ongoing technical support to the team throughout the entire project lifecycle.
This project was published to critical acclaim in August of 2002 on Xbox, and subsequently on PlayStation 2 and GameCube for the Thanksgiving / Christmas season. International versions are planned for Japan and Europe on all three platforms.
In Summer of 2003, I worked with HIP Games, LSP, and Bitmap Brothers as Technical Director and Producer to port the title to the PC. The PC version of Dead To Rights took approximately 3 months, and was published in Fall 2003. The PC version was published as a 5 language version for Europe and North America, with a new Russian version also available in the Eastern-bloc countries.
Pac-Man World 2 [PlayStation2, Xbox, GameCube 2002 / PAL and Japan 2003 ]
Senior Software Engineer & Project Technical Director
The natural successor to the Pac-Man World (see below), and a good kick-off project for the PlayStation 2, this project was the seed for NAMCO Hometek's internal tools and technology. Following research in late 1999, this project was started early the following year and was the company's first foray into PlayStation 2 development. Art pipeline was supervised by myself, working closely with a small tools and technology group to produce the graphics engine. I also wrote the animation playback system, scene loader, model loader, hierarchy math, collision data formats and loaders, and various engine components. Work on this technology also formed a small group of staff to support a second internal project (Dead To Rights, see above) and eventually spawned GameCube and Xbox versions the art pipeline and graphics & animation engine.
Wrote full 3D art and animation pipeline from Softimage|XSI dotXSI file format to all engine formats for PS2, GameCube and Xbox. This included all hierarchical model data, animation f-curves, material definitions, scene layout and collision data. This complex tool supported a large variety of output formats for all three target platforms. Wrote accompanying scene loader, model loader, animation playback and matrix math components for the cross-platform engine. Supervised engineering staff to bring engine from PS2 to GameCube, and later to the Xbox.
This product shipped in the United States for PlayStation 2 in January 2002, and shortly thereafter for GameCube. Formulated 3 month porting plan for Xbox. The Xbox version was published in Ocobter 2002. Pac-Man World 2 was also published for the Japanese market in August 2002, and will follow for PlayStation 2 and GameCube for Europe in fall 2002.
This title has sold over 1,000,000 worldwide.
Pac-Man World 20th Anniversary [Sony PlayStation 1999]
Senior Software Engineer
Shortly before I joined in 1997 the long running Pac-Man Ghost Zone project was rebooted. As one of a team of four programmers, I was responsible for significant portions of this product. Pac-Man World brings back one of videogame's most famous icons in a fully 3D environment. The game features many varied worlds to explore as Pac-Man sets about rescuing his friends and family.
Implemented new ghost logic, movement, and characteristics; status displays (health, Pac-Dots, score, letters and fruit); inventory system, scoring and score effects; collectible objects - fruit, letters, power-pellets; teleporters and warp tunnels; maze logic; ghost effects; checkpoints and restart sequencing; font effects and color blending; bonus room sequencing; global game states; game completion and defeat sequencing. Programmed in C for the Sony PlayStation.
Maintained and improved in-house level editing tool. Added convenient editing features - polygon subdivision, triangulation from quads, quad combining, quadify, object merging, object orphaning, coincident face removal, face crack elimination, vertex welding, 3D studio import and export. Also added infinite undo and redo. Programmed in C and C++ for Windows 9x and Windows NT, with OpenGL.
This game has shipped across the world with full localization in 7 distinct versions - American (NTSC), British (PAL), French (PAL), German (PAL), Spanish (PAL), Italian (PAL) and Japanese (NTSC). The graphics engine and art pipeline for this title were later reused on the sister-product Ms. Pac-Man Maze Madness (I acted in a support capacity on this second title).
In September 1999, Pac-Man World 20th Anniversary received a stunning 98% review in PSXtreme magazine.
This title has sold over 1,000,000 in the United States and retails as a "Greatest Hits" title on the PlayStation.
1996 -1997
Rabid Entertainment
Buffalo Grove IL.
Programmer I & II, ProductionVideogame programmer for Rabid Entertainment, Inc. Viacom released it's Viacom New Media division from the corporate structure in the Spring of 1997, establishing a new company. The company's primary product, "Violent Seed", represents a back-to-basics approach to game production, with the focus on great gameplay, good replay value, and eye-popping visuals.
My time at Rabid has saw efforts in utilities and tools directly applied to concrete product, whilst playing a significant and active role in the production of a PlayStation title.
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Programmed in C and MIPS R3000 for the Sony PlayStation. Developed tools and utilities with OpenGL and the Softimage Developers Kit, under Windows 9x and SGI IRIX.
Violent Seed - Sony PlayStation
A classic 3D shooter brought bang up-to-date for a new generation. Sprawling cities, masses of enemies and spectacular effects. The return of an old friend...2nd Programmer for Sony PlayStation version of this 3D shooter. Programmed enemy logic, special effects, CD subsystem I/O, memory card I/O. Also created full suite of tools, including Softimage scene, model and animation conversion written with the Softimage DKit. Model previewer, in OpenGL. Additional utilities and tools to support the lead programmer and primary artists liaison.
Phantom 2040 - Sega Genesis![]()
Massive over-the-top side scroller based on one of the world's most popular superheros - The Phantom.Support programmer for Sega Genesis version. Synchronized placement and powerup data between SNES and Genesis version using custom tools. Assisted with debugging and QA process.
1993 - 1996
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ICOM Simulations / Viacom New Media,
Wheeling IL.
Software Engineer, Research and DevelopmentInitially hired as Software Engineer for Viacom New Media, formally ICOM Simulations. Viacom made significant investments into production expansion and a custom R&D facility. Research and Development projects involved investigating both new product genres and alternative development paradigms.
Programmed in OpenGL, C, Objective-C under Silicon Graphics IRIX, NeXTSTEP and DOS/Windows environments.
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The Intelligent Ape
This research and development project ran for six months, and resulted in a cross platform engine and toolset for the PC - Windows 95 and DOS, Sony PlayStation and Silicon Graphics Indigo and Onyx range. An optimized 3D engine was created that was source-compatible across all three platforms. File I/O subsystems, memory management, screen handling and user input were also supported. A prototype game was designed and coded, that effectively demonstrated the team's work. I was primarily the cross-platform architect this three-man effort. Pictured - One of the technologies investigated for "The Intelligent Ape" included motion capture, which was then fed into a real-time 3D engine.
Indian in the Cupboard and Are you Afraid of the Dark - 3D Render Farm
Spearheaded effort to deploy 3D modeling and rendering suite within Viacom New Media. Silicon Graphics machines and Softimage|3D. used to model and render 3D worlds for Nickelodeon's "Are You Afraid of the Dark?", for the PC. This system was subsequently used to create the Kid's title "Indian in the Cupboard", based on the Paramount movie.
1993
Fox River Financial Resources
Chicago IL.
Software Engineer
Fox River Financial Resources is a privately held financial trading company, utilizing multiple prediction techniques for gaining an advantage in the marketplace. The entire company was established on a suite of custom written trading software, developed by a small team of software engineers and scientists.Created proprietary state-of-the-art electronic trading systems for this international trading organization. Programmed and debugged financial data analysis tools in NeXTSTEP, Objective-C, C, FoxPro and Visual Basic. Responsible for implementing real-time data feed systems, 3D data visualization software and system administration. Provided prototypes and proof-of-concepts.
1992
Richmond Financial Resources
Houston TX.
Software Engineer
This company became Fox River Financial Resources. and relocated to Chicago (see above).
1991 - 1992
Crystal Clear Computer Services
Winnersh, England.
Programmer / Analyst
Crystal Clear Computer Services provides custom software solutions for small businesses. The company centers on database systems, that integrate tightly into off-the-shelf accounting packages.Programmed in Informix-4GL and C, under Unix systems. Designed and implemented bespoke Information Systems for clients. This job mainly consisted of programming pre-specified designs for companies requiring custom database and information systems. Towards the end of the stint at Crystal Clear I was also responsible for systems analysis on a number of projects, recommending design changes and training a new programmer.
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1988 - 1990
Pandora / Interceptor Group
Tadley, England.
Programmer and Designer
Pandora was one of many label names for the Interceptor Group, a medium-sized videogame publisher, based in England. The company published many hit titles for the Atari ST and Commodore Amiga machines in the mid-to-late 80's.Operated as both a freelance developer, on the Debut project, and as an employee and Project Leader for the Ultimate Sorcery project. Coded in C and Motorola 68000 on the Atari ST.
Debut - Atari ST and Amiga
2nd Programmer and Tools Programmer
Co-designed original planet simulation game. Created tools for the game - map editor, user interface designer, color palette manipulation. Wrote planet Ecosystem simulation subsystems and prototypes. Principle engineering on Atari ST.Ultimate Sorcery - Atari ST
Designer and Lead Programmer
Created original design and implemented overall game architecture. Coordinated small team to create this original fantasy RPG. Also assisted with artwork and tools programming.
SAI Services, Camberley, England.
Programmer and Systems Admin, C, Unix, and Informix 4GL and SQL.Secure Information Systems, Ltd (SISL), Fleet, England.
(Originally a joint SD-British Telecom company, now owned by EDS)
Junior Programmer, C and Unix.
Programmer for secure information systems, clients included the British Foreign and Commonwealth Office, London.
Qualifications
Farnborough
College of Technology, Farnborough, England.
National Diploma in Computer Studies - with Distinction.
British Technical Education Council
2 year full-time course.
Various Languages
- Strong C (with some C++ constructs) under various operating systems
- Objective-C
- Modula-2
- BASIC (various dialects, including Visual BASIC)
- Unix shell scripts.
Informix 4GL and Informix SQL
Fourth generation systems integration and database programming languages.
Permanent Resident of United States of America, no visa, work or residency requirements.
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