Jim Buck 11320 Meadow Flower Pl. San Diego, CA 92127 (619)246-2666 http://www.twitchythumbs.com PROFESSIONAL EXPERIENCE Twitchy Thumbs Entertainment, Inc. San Diego, CA / Ashland, MA CEO/Founder, Lead Developer July 2005 - Present - Developer for Retro Affect on the PSVita and PlayStation 3 versions of Snapshot. - Developer for Pixelmage Games on the Windows and Mac versions of Hero's Song - implemented the world collision, terrain type, path-finding, and debug graphics systems as well as a couple effects systems. - Contractor for Telltale Games on the Windows 10 version of Batman: The Telltale Series - fixed a Windows 10 bug involving multiple touch support. - Developer for Choice Provisions on the PlayStation 4, PlayStation 3, and PSVita versions of THE BIT.TRIP - finished up the last 50% of porting the 6 separate games into an uber-game from Windows/Mac to PlayStation 4/PSVita (and unreleased PlayStation 3) versions. - Developer for Subatomic Studios on the PSVita version of Fieldrunners 2 - did the entire port. - Developer for in-house multi-platform library TTElib, used for shortcutting multi-platform differences and issues during development and porting. - Developer for Heavy Water on Axis Game Factory. - Contractor for National Oilwell Varco on undisclosed project. - Developer Manager for Incinerator Studios on unreleased XBLA game. - Developer for Fire Hose Games on the Windows version of Slam Bolt Scrappers - finished up the last 50% of porting from PlayStation 3 to Windows on Steam. - Developer for Empty Clip Studios (for Gaijin Games) on the Windows and Mac versions of BIT.TRIP CORE, BIT.TRIP VOID, BIT.TRIP FATE, and BIT.TRIP FLUX for Steam and Mac App Store - did the entire ports from Wii to Windows/Mac on Steam/Mac App Store/standalone platforms. - Developer for Subatomic Studios on the Windows and Mac versions of Fieldrunners for Steam, Mac App Store, and Humble Indie Bundle - did the entire port. - Developer for Subatomic Studios on Android Fieldrunners, including localized Korean and Chinese versions - fixed OpenGL bugs on Android and the programming for the localization. - Developer for Demiurge Studios on unannounced project. - Contractor for Heavy Water (for Disney and EA) on PlayStation3 dynamic themes: Phineas and Ferb, The Nightmare Before Christmas (Halloween and Xmas versions), Iron Man, Need for Speed: Most Wanted, and Diablo III. - Contractor for Mixed In Key on One Idea. - Contractor for SpiderMonk Entertainment on unreleased XBLA game. - Lead Developer for Subatomic Studios and Autodesk on TinkerBox for iPad, iPhone4, and iPhone - responsible for the Windows(development-only)/iPhone/iPhone4/iPad multi-platform systems, OGRE integration, and graphics tools. - Independent developer on porting the Descent engine to PSP and iPad. - Developer for Subatomic Studios on DLC update for iPad Fieldrunners - implemented the features needed for the DLC. - Contractor for Subatomic Studios on iPad port of the PSP Minis version of Fieldrunners - got the initial port working. - Contractor for Milkman Games on Win32 GDI work for Aqualux. - Developer for Subatomic Studios on localized version of PSP Minis Fieldrunners - did the entire localization programming. - Developer for Subatomic Studios on PSP Minis port of the iPhone version of Fieldrunners - did the entire port. - Contractor for Insomniac Games on unnamed production tool. - Contractor for SCEA on unnamed PlayStation 3 project. - Contractor for Empty Clip Studios on Chocolatier for DS - got the initial DS version running - Contractor for Four Door Lemon on Clever Kids: Pet Store and Clever Kids: Creepy Crawlies for DS, Wii, and PC - tool work. - Contractor for Four Door Lemon on Clever Kids: Pirates and Clever Kids: Farmyard Fun for DS, Wii, and PC - finished the last 30% or so of each of the games for each of the platforms. - Contractor for Narcissistic Studios on unannounced project. - Contractor for Mad Doc Software on Bully: Scholarship Edition for Xbox 360 - helped port from PlayStation2 to Xbox360, responsible for the RenderWare implementation, animation system, clothing manager, and a bunch of misc. port tasks. - Independent developer on porting the DepthQ Leathernecks engine to a multi-platform environment for use in an unannounced project. - Independent developer on porting the Quake 3 Arena engine to PSP for use in an unannounced project. - Designer and lead developer on the NeoSport Racing League PSP vertical slice under contract for SCEA. Project was successfully completed on-time. Sony Computer Entertainment America / Redzone Games San Diego, CA Senior Software Engineer February 2003 - July 2005 - Optimization of PSP graphics work aided NBA 2006 PSP to run at 60 frames per second. - PSP graphics work culminated in shipping as the core graphics code for launch title NBA 2005 PSP as well as for the 2006, 2007, 2008, and 2009 releases. NBA 2005 PSP sold 175,000 units as of late summer 2005. - Head of Advanced Technology Group for PSP graphics serving the PSP sports titles. Responsibilities include Maya exporter, command-line tools, and real-time Win32 and PSP rendering code including renderers for static, skinned, and octree-culled models. - Senior software engineer on the Playstation 2 GameDay/GameBreaker 2004 team. Primary responsibilities included collision detection/resolution, object rigid-body physics, color quantizer utilizing Playstation 2 multi-media instructions for optimization, 2d/3d debug primitive display, dual-shock controller pressure-sensitivity, and many others. Both games sold almost 350,000 units. DepthQ, Inc. San Diego, CA President/Founder, Senior Game Developer April 2000 - February 2003 - Designer and developer on an unreleased browser-based multiplayer 3d vehicular combat game called Leathernecks for Sony Online Entertainment. Primary responsibilities included game design and engine design/implementation. Sony Computer Entertainment America / 989 Studios San Diego, CA Senior Software Engineer March 1996 - April 2000 - Lead software engineer on the Twisted Metal 4 team. Primary responsibilities included engine design/implementation and vehicle dynamics/display. Project completed on time and within ten months of inception. 1.2 million units sold. - Senior software engineer on the Twisted Metal III team. Primary responsibilities included engine design/implementation and vehicle dynamics. Project completed on time and within ten months of inception. 1.4 million units sold. - Software engineer on the CART World Series team. Primary responsibilities included the 3d physics simulation for the vehicles and breakaway parts, UI programming, tools, optimizations, and miscellaneous engine components. Project completed on time. 200,000 units sold. - Software engineer on the Rally Cross team. Primary responsibilities included the 3d physics simulation for the vehicles, 3d math functionality, optimizations including assembly language programming, and some camera control. Project completed on time. 200,000 units sold. EDUCATION State University at Albany, New York, Albany, NY M.S. Computer Science (thesis using OpenGL graphics development), May 1995 State University at Albany, New York, Albany, NY B.A. Mathematics (minor in computer science and music), May 1993