Altair Lane

Email: altair


 

Objective                    None at this time

 

Employment                     2003 -- Present      High Voltage Software                                        Hoffman Estates, IL

Software Engineer

 

1994 – 2002            Sculptured Software / Acclaim Studios SLC                   SLC, UT

Sr. Programmer

 

1990 – 1994            Park Place Productions                                                       Oceanside, CA

Programmer

 

Education                    1987 – 1990            Palomar College                                                                    San Marcos, CA

 

Languages /                      I am proficient in C/C++ and Perl, and have a solid understanding of MFC, and VBA.

Platforms

I have developed products for PC, Sega Genesis, Sega Saturn, Nintendo 64, Sony Playstation, Sony Playstation 2, Nintendo GameCube, Xbox and PSP.  I have assisted on products for Super Nintendo.  I have experience creating cross platform code and managing cross platform development.

 

Products

 

2006

PSP

Blitz: Overtime

Sr. Programmer

 

2005

NGC

Call of Duty 2: Big Red One

Sr. Programmer

 

2005

Xbox/PS2/NGC

Charlie and the Chocolate Factory

Sr. Programmer

 

2003

Xbox

NBA Inside Drive 2004

Programmer

 

2002

NGC

Legends of Wrestling II

Assisted

 

2002

NGC

Legends of Wrestling

Lead Programmer

 

2001

PS2

Legends of Wrestling

Co-Lead Programmer

 

2000

N64

Jeremy McGrath Supercross 2000

Assisted

 

1999

N64/PS

WWF Attitude

Sr. Programmer

 

1998

N64

NHL Breakaway 98

Sole Programmer

 

1998

N64/PS

WWF Warzone

Sr. Programmer

 

1997

PS

MtG: Armageddon

Lead Programmer

 

1996

Saturn

Space Jam

Lead Programmer

 

1995

Genesis

WWF Wresltemania

Sr. Programmer

 

1994

Genesis

SeaQuest DSV

Programmer

 

1993

Genesis

Champions World Class Soccer

Sole Programmer

 

1991

PC

Learn to Type

Designer/Sole Programmer

 

1990

PC

Dvorak on Typing

Designer/Programmer

 

 


Details                         2002        NGC/PS2/XBOX                   “Squid 2”               Sr. Programmer

During the last half of this year I have been working on the team that was to create the “next generation” of the Legends brand.  Tasks included designing a new career mode, re-designing and improving my file I/O tools, using and updating database tools, and creating new camera logic.

During this time I also supported the other teams in the studio using my motion and file I/O tools.  For motion, this support included modifying the formats to support longer motion and changing the way the motion data was processed for export.  For the file I/O tool, this support included adapting it to work using a database to generate the contents of a resource file and using data driven code to load the files.

This new code was mostly C++ with some legacy C.

 

2002        NGC        Legends of Wrestling II                      Assisted

I provided assistance during the last two months of this project.  I made changes to the file I/O code to allow partial reads for large data files.  I looked for memory leaks that were specific to the GameCube version.  I fixed other miscellaneous bugs and performance issues.

This game was written in C with some C++ features.

 

2002        NGC        Legends of Wrestling                         Lead Programmer

I supervised two other programmers and coordinated with our in-house engine team.  I converted the file I/O and motion tools made for the PS2 version of LoW to work with the GameCube and XBox.  I focused on getting the display and gameplay portions of the product working on the GameCube.  I also wrote a background process to copy files from the disc to the hard drive for the XBox version.

This game was written in C.

 

2001        PS2         Legends of Wrestling                         Co-Lead Programmer

I created the motion tools for this product.  This included a creating a FiLMBOX plug-in to export the motion data, designing several motion formats, creating tools to verify the motion data, and writing code in the engine to extract the motion data and apply it to a skeleton.  The motion formats used several methods to minimize data size while not introducing significant visible error.  I created a PS2 test application that used my DEVCOMM tools to preview and analyze the motion data.

I also created the file I/O tools for this project.  This included an MFC application to create compressed disc resource files, output DSP project files to facilitate building the data within Visual Studio, and an API for accessing the data (synchronously and asynchronously) on the PS2.

 I also was responsible for helping other programmers on the team diagnose and solve programming problems.

During this time, I also created the DEVCOMM tools so we could replace data and change variables in the game.  Our goal was to create tools the designers and artists could use to improve the product without requiring programmer involvement.

This game was written in C.

 

2000        N64         Jeremy McGrath Supercross 2000     Assisted

I provided assistance during the last four months of this project to add various camera effects, create “Winning Sequence” code, in-game audio, memory card, and work on portions of the front end.

This game was written in C.

 

1999        N64/PS   WWF Attitude                                     Sr. Programmer

Like Warzone, I was responsible for maintaining the N64 version of this game.

This game was written in C and Assembly.

 

1998        N64         NHL Breakaway 99                              Sole Programmer

The team that created the 98 version of this product left the studio soon after it was completed.  I was assigned to update the game with the current teams, rosters, and stats.  Since this was the first year with the Nashville Predators expansion team, and a reorganization of the conferences, this involved more than changing some data.  All of the tools used to create the stats and team information were modified to support the new NHL structure, the career mode and playoff logic was re-worked, and everywhere that the number of teams was hard coded or “implied” was found and fixed.  I also had to find room on the cartridge for another team’s worth of art and data.  While I worked on this project, the rest of the Warzone team worked on Attitude.

This game was written in C and Assembly.

 

1998        N64/PS   WWF Warzone                                    Sr. Programmer

I was responsible for maintaining the N64 version of this game.  This included writing Perl scripts to convert PS2 data and structures to formats used on the N64, creating the N64 versions of common functions, and fixing bugs.  I also implemented portions of the front end such as the “Bio Room”.

This game was written in C and Assembly.

 

1997        PS           MtG: Armageddon                               Lead Programmer

This was a port of the arcade game Magic the Gathering: Armageddon.  The team consisted of myself and three other programmers.  The original was written using 3dfx Glide on Windows NT.  We created interface functions to change the Glide calls to our own PS functions.  We had the world displaying and some character functionality when the project was cancelled because Acclaim closed the Arcade division.

This game was written in C and Assembly.

 

1996        Saturn    Space Jam                                              Lead Programmer

On this project, the team consisted of myself and two other programmers.  My tasks were creating the display engine, writing support tools, creating a couple of the mini-games, and coordinating with the PS team.

This game was written in C and Assembly.

 

1995        Genesis  WWF Wrestlemania                            Sr. Programmer

This was a port of the arcade game from Midway.  I was responsible for various portions of the conversion process and making the modifications necessary to make it run on the Genesis.

This game was written in Assembly.

 

1994        Genesis  SeaQuest DSV                                      Programmer

This is the first project I worked on for Sculptured Software.  I joined the team in the last six months of the project.  I wrote the physics (basic acceleration with resistance) for several of the vehicles.  I also worked on portions of the front end and tasking system.