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Resume' for Gregg A. Tavares
January 1st, 1999
I'm not currently looking for work but if you are curious here is my work
history.
Skills and Experience
VP of Product Development
From 1995 to 1998 I was VP of Product Development at Big Grub Inc. As
VP of Product Development I oversaw the development of the entire project including hiring, leading the design, pitching to prospective publishers,
evaluating, selecting, purchasing all equipment and services including both employee
equipment, (computers, software, furniture) and also office equipment/services (printers,
server, networking, ISPs, phone systems, etc).
Technical Director
From 1995 to 1998 I was Technical Director at Big Grub. As Technical
Director I was responsible for all the technical details of a 16 person project
for both Playstation and Windows platforms. I created the technical design
spec including detailing all risks and workarounds. I managed the other
programmers on the team and made all technical decisions regarding the
project. I was also responsible for setting up and maintaining all
employees' computers (both Mac and PC) as well as company
network servers (both NT and Linux), e-mail servers, internet connection, backup systems, Mac
integration for the music department etc.)
Lead Designer
From 1995 to 1998 I was also Lead Designer at Big Grub. Using my design
experience from previous games, especially M.C Kids where I was a co-designer
and also Gex, I wrote the design documents, laid out the world maps, assigned
and placed all themes, monsters, bosses, items, events, and puzzles and
organized the design around both a best case and worse case schedule so that
even if all the stages could not be created there would be a coherent game ready
to ship by the deadline.
Lead Programmer
I've been the lead programmer on 5 products. I've lead teams of up to
25 people
through all things technical. I've created entire game engines including
2D and 3D. I've designed and created level layout tools both for 2D and 3D. My
2D tools (tUME) were used industry wide by as many as 60 different companies all
over the world. Unlike most programmers I actually have at least some
artistic talent. This ability has let me interface well with artists and
therefore find ways to make their jobs easier and more efficient than most
programmers. Where most programmers will say "No", I have
always strived to find ways to achieve the effects and high levels of graphic
realism the artists desire to create.
Programmer
As a programmer I have extensive experience in C and C++ as well as a variety
of software and technologies. I've written plugins and/or tools for most
of the major 3D packages including 3D Studio Max, Softimage, Maya,
and Lightwave. I've programmed with various APIs including DirectX, MFC,
Quicktime, and many others. A comment I've often heard is that my code is,
unlike many programmers, easy to read, easy to use, easy to integrate, and well
written and I know when to keep it simple. I'm also familiar with Flash,
Photoshop, Actionscript, Perl, Lisp, Scheme, HTML, CSS, Javascript, PHP and many other
technologies, languages and applications. You can see some of my work in perl, Javascript and PHP based
on my website (www.greggman.com) which is entirely perl and PHP based to be automated,
template driven, and updateable from anywhere. (long before blog software was readily available)
More Information
I can of course provide references etc. Other achievements: I have
given talks at the Game Developers Conference. I run a website about game developement. (http://games.greggman.com) Although I am not in any
way an open source fanatic I do have a few open source projects
online. There's Flickdown (http://greggman.com/pages/flickrdown.htm), another is Thumbs Plug TGA (http://greggman.com/pages/thumbplug_tga.htm and yet another is mayasvn (http://mayasvn.sourceforge.net). One is tUME (http://members.aol.com/opentume/)
and another is a set of libraries and tools (http://elibs.sourceforge.net).
I have also contributed to a few including JWPce
(a Japanese word processor for Windows CE) and Dave's
Quick Search Taskbar Toolbar Deskbar (an infinitely more useful tool than
the google bar). I have one shareware product which I used to maintain and support (http://greggman.com/thumbs/).
And I have a couple of freeware products (http://greggman.com/nostalgic/)
and (http://greggman.com/shorts/).
I am also one of the 2 sys admins and a contributor to Tokyopia.com,
a site about games and life in Tokyo
If you are interested in my
personal website you will find it at greggman.com.
You will find that it is quite large for a personal website. I have over 1400 articles on various topics including many on what it takes to make games,
design games and also my personal history. I often get e-mail from kids
and adults alike about making games and the game industry and I always make time
to answer them to the best of my ability. A few of the many pages that are
relevant to my job experience are:
Work History
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12/03-... |
Sony
Computer Entertainment Japan |
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- LocoRoco for PSP, main engine, animation system, export tools, level editing tools, scripting system, localization system, build environment, etc...
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05/02-03/03.
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Wow
Entertainment, Sega of Japan, Tokyo, Japan |
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- Programmed 3D game tools, engine and
previewer to create levels and 3D real time cutscenes.
Features
- Designers and Artists can generate levels or cutscenes
with little to no programmer intervention including
camera, lights, effects and game and non-game objects.
- Cross platform, will generate data for any
platform. PS2, Gamecube, XBox etc.
- Cross tool compatible. Can use data from 3D Studio
Max, Maya, Softimage and mix and match
- Data is used directly from source 3D files (.3ds, .max,
.mb, .hrc). No need for artist to export the data which
usually leads to the problem of the artist forgetting
which file the exported data came from.
- Startable from web brower to make it extremely easy for
designers and artists to use.
- Conversion errors (missing textures, concave polygons,
etc) do not stop build process. Once level/scene is
finished any object that had errors is tagged, displayed
in red inside the game or previewer and the errors for
that particular object are displayable including going as
far as marking particular polygons to show artists exactly
what they need to fix.
- Designed to allow editing on target console. Load up the
game and edit inside the game.
- Data format is directly readable as one large file
providing shortest possible load times and possible
spooling during game
These tools are considered Wow's Revolution. Before I
created them Wow did everything by hand.
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| 03/99-06/00 |
Naughty Dog, Inc., Santa Monica,
California |
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- Programmed CTR: Crash Team Racing for
Sony Playstation. Sold 2.5+ million units world wide.
- Designed and programmed A.I for NPCs
- Designed and programmed all glue/option screens
- Programmed all memory card functions which were entirely
asynchronous
- Programmed ghost car recording and playback.
- Programmed Jak and Daxter on
Sony Playstation 2.
- Designed and programmed effect system
- Designed and programmed enemy A.I system
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| 06/98-03/99 |
Sega of Japan, Tokyo, Japan |
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- Programmed Zombie Revenge for Naomi
Arcade System
- Programmed 3D export tools
for 3D Studio Max, Alias PowerAnimator and Lightwave.
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| 02/98-05/98 |
Shiny Entertainment, Laguna Beach, California |
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- Programmed Wild9 for Sony
Playstation
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02/95-01/98 |
Big Grub, Irvine, California |
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- Technical Director and VP of
Product Development
- Created action adventure game for MGM for the Win95, Sony Playstation
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05/95-01/96 |
Seven, Irvine, California |
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- Technical Director and VP of
Product Development
- Lead Programmer on Disruptor. 2 million polygons per level at 30hz on
the Panasonic M2
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06/93-04/95 |
Crystal Dynamics, Palo Alto, California |
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- Lead Programmer on GEX, the first 32-bit platform game. Direct
competition for Mario, Sonic
- Designed 2D game and animation tool. Most powerful and
flexible tool of its type in the industry
- Wrote Full Motion Video routines for Crash N Burn for 3DO
platform
- Designed code libraries for product portability across 3DO,
Sony PSX and Sega Saturn
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01/92-06/93 |
Echidna, Costa Mesa, California (Partner) |
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- Sold and updated tUME as a game development tool used
throughout
the industry
- Lead Programmer on Robocop VS. Terminator for the NES
- Lead Programmer on MY Paint for the Sega-CD
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05/90-01/92 |
Virgin Games, Irvine, California |
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- Co-Designed and was lead programmer of
M.C. Kids for the NES.
Written in 8 months.
- Setup and maintained Local Area Network for Product
Development
- Wrote computer logic for Spot IBM.
- Wrote Bolderdash type game for GameBoy in two weeks with no
prior GameBoy or Z80 knowledge.
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11/89-05/90 |
L.I.V.E. Studios, San Juan Capistrano, California |
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- Co-Programmed and helped design various "simple"
games to be sold together as a package "Future Classics".
- Co-Created IBM/Amiga development system for all types of
products. (Arcade, RPG, Tools, Productivity.)
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09/88-03/89 |
Cinemaware Corp., Westlake Village, California |
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- Worked on IBM "TV
Sports Football".
- Co-created "Lords of
the Rising Sun" for the Amiga. Winner of many awards and listed
in CGW's top ten games.
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| 11/85-01/88 |
MicroProse Software, Hunt
Valley, Maryland |
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- Created cassette versions of
"Decision in the Desert" and "Crusade in
Europe."
- Created data compression
tools for "Conflict in Vietnam."
- Co-programmed and designed
"Gunship" for C64. Partially programmed
"Gunship" for IBM, Atari ST & Amiga.
"Gunship" is one of the most successful simulations of all
time. It is listed in CGW's Hall of Fame as one of the most highly
rated games of all time.
- Created animation system and
tools for IBM "Pirates!" along with compression utilities
to make it all fit on one disk. "Pirates!" is also listed
in the CGW Hall of Fame.
- Created animation system and
tools for C64 "Red Storm Rising." Also listed in CGW top
ten games.
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| 01/85-07/85 |
M.U.S.E., Baltimore,
Maryland |
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- Co-designed and programmed
children's learning game "Leaps and Bounds."
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| 06/83-06/84 |
Designer Software, Anaheim,
California |
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- Converted
"Centipede" from Atari 800 to C64 in six weeks with no
prior C64 experience.
- Created
"Mario-Bros" for the C64 for Atarisoft.
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Honors: |
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- First Place in Santa Ana
College Computer competition 1981
- Third Place in Anaheim High
School District Computer competition 1983
- Award of achievement in the
field of computer programming from Bank of America
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Personal: |
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- single, male, 37, play
video games, study Japanese, collect music, children's books, watches, stuffed animals.
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