Over the years in my growth as a professional, I have come to write documents from time to time as a communication tool to impart my knowledge to others.  I do not expect people to take the time to read much of these documents unless they are personally interested in the subject matter. This page is primarily meant to illustrate the depth of technical prowess and to demonstrate my communication skills in a leadership roll.

 

 
 

This document speaks to the technical hurdles that the Sony PSP specifically has created as a consequence of their GPU not supporting hardware clipping and outlines the pros and cons of whether to use software clipping, LODs on polygonal terrain, or Dynamically Tessellating Terrain using Bezier NURB Patches as potential solutions.  In addition, a general list has been created that affects the balancing of three elements in game asset allocation: frame rate, memory, and overall CPU usage. Although this document was aimed specifically how rendering for the PSP works, a lot of the information holds true for all platforms and game engines.

 
 

The creation of this document was spurred on by a need that I saw to articulate a production pipeline in the form of a proposal that outlined how environments get developed from concept to completion and how other disciplines such as game design, level design, scripting, and FX interface with environment art to obtain a common goal.

 
 

This is a document that was published to a company's internal WIKI containing standards and procedures that I devised on the hows and whys of structuring a level. It primarily focuses on level organization and work flow, but there were step-by-step, detailed how-tos concerning the Elemental Engine and Maya processes related to level creation found through links to separate tutorial sections that I also wrote.  This link leads only to a sample of the introductory page, with some sentences containing proprietary details blotted out.

 
 

This is a visual diagram that illustrates the difference between good line of sight planning for culling out distant objects that are within the camera's frustum, but that are not in view of the player do to foreground objects obscuring the line of sight.  Thus an opportunity for minimizing the number of objects on scene to enhance frame rate performance.

 
 

These are a few samples of the many handouts that I generated while as a Lead on Call of Duty: Roads to Victory (PSP).  I found that handouts were helpful in both accountability and retention of information for the staff.  I have been careful to choose handouts that have either outdated or non-proprietary information.