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ANDREW STUART FIRTH
2 2 5 4 2 S O U T H E A S T 1 2 T H P L A C E , S A M M A M I S H , W A S H I N G T O N 9 8 0 7 5
C E L L : 4 2 5 - 2 1 4 - 6 8 2 1 E M A I L : A N D Y S F I R T H @ G M A I L . C O M
WORK EXPERIENCE i
09/09 – Present Bungie Bellevue, WA
Engineer Architect, Platform Lead
02/08 – 09/09 Activision Blizzard Chicago, IL
Lead Architect (Robomodo)
11/07 – 01/08 Day One Studios Chicago, IL
Engine Programmer – PS3/XBOX 360
12/06 – 11/07 Electronic Arts Chicago, IL
Software Engineer III – PS3/XBOX 360
01/04 – 12/06 Neversoft Entertainment Woodland Hills, CA
Engine Programmer – PS3/XBOX 360
01/03 – 11/03 Mucky Foot Productions Guildford, England
Senior Programmer – Gamecube
06/98 – 12/02 Attention to Detail Warwick, England
Game Programmer (2 yrs) – Lead Programmer (2 yrs) – Engine Programmer (6 mos)
SKILLS i
 Leadership of programming teams both large and small, on site and remote.
 Technical game/engine design and architecture specification and implementation
 Productivity optimization across large teams
 Low level optimization in assembly/intrinsics (Gamecube/PS1/PS3/XBOX 360)
 High level optimization (C/C++)
 Multi-threaded & concurrent systems design and optimization (including rendering engines) on XBOX360, XBOX
One, PS3, & PS4
MEANINGFUL CAREER EXPERIENCES i
 Owner and implementer of cross team multi-threading and
execution organization systems at many studios.
 Complete async rendering system design, implementation
& management. (Project 8, RIDE, Destiny)
 Build system design including optimization for all internal
client level code
 Cross platform technical design & contingency planning
across all teams.
 Implementation of Geometry/texture streaming engines at
several studios.
 Design and maintenance of internal logging and reporting
mechanisms
 Crash reporting system design and analysis
 Cross platform Math implementation & optimization
 Character animation system implementation, design &
optimization (PS1, Gamecube, PS3, & XBOX 360)
 Design & implementation of Cinematics scripting language
(PC)
 Car/bike physics including rendering representation (PS1,
DC, PC)
 Menus system design for a large data driven front end.
 User friendly controller systems.
 Downloadable content manager infrastructure and
maintenance for large continuously updating title
 Design and implementation of cross tools/client deterministic
and persistent handle system for all memory access
OTHER DUTIES i
SOFTWARE I
PROJECTS TO DATE i
 1998 Gabriel: The Dark Angel (PS1/PC) as a Games programmer
 1999 Ducati World (PS1/PC/DC) as a Games programmer (Acclaim) (reviewed 8/10)
 2000 Internal Affairs (PC) & Engine work (PC) as a Games programmer
 2001 Firebugs (PS1) as a Lead Programmer (Sony) (reviewed 8/10)
 2002 Drome Racers (PC/GameCube/PS2) as an Engine Programmer (EAD)
 2003 Bulletproof Monk (PS2/XBOX/GameCube) as Senior GameCube Programmer (Empire)
 2003 The Punisher (PS2/XBOX/GameCube) as Senior GameCube Programmer (THQ)
 2004 Tony Hawks Underground 2 (Gamecube Lead Programmer, ATVI/Neversoft)
 2005 Tony Hawks American Wasteland (XBOX 360 Lead Programmer, ATVI/Neversoft)
 2005 GUN (XBOX 360 Engine, ATVI/Neversoft)
 2006 Tony Hawks Project 8 (XBOX 360/PS3 Engine & Renderer Designer, ATVI/Neversoft)
 2007 Marvel (XBOX 360/PS3 Senior Programmer & Renderer Designer, EA)
 2008 Fracture (XBOX 360/PS3 Engine Programmer, Day One Studios)
 2009 Tony Hawk Ride (XBOX 360/PS3, Lead Architect/Robomodo)
 2010 Halo Reach (XBOX 360, Engineer Architect/Bungie)
 2014 Destiny (XBOX360, XBOX One, PS3, PS4, Platform Lead and Engineering Architect/Bungie)
 DLC: The Dark Below
 DLC: House of Wolves
 2015 Destiny: The Taken King, (XBOX360, XBOX One, PS3, PS4, Platform Lead and Engineering
Architect/Bungie)
*Italics denote projects cancelled prior to release*
EDUCATION i
October 1995 – June 1998 Loughborough University of Technology
Awarded:Upper Second Class (2:1) Degree in Mathematical Computation
REFERENCES i
` References are available upon request
 Project code management
 Enforcing coding practices
 Enforcing art/design practices & limitations
 Strategic contingency planning
 Handled middleware relationships and evaluations
including Umbra, Havok, Telemtry, Oodle, Arxan
 Retail crash analysis and prioritization for large live
title
 Primary contact point for all console development
including first party relationships.
 Extended team management (beyond
programmers)
 Design evaluation and presentation
 Liaise with upper management, production,
Hardware & Middleware vendors
 Cross team data/job dependency visualization
 Visual Studio
 XBOX One / XBOX360 tools
 PS3/PS4 Tools
 Perforce
 Microsoft Office
 Visio
 OneNote
 Kibana
 Tableau
 Incredibuild
 Beyond Compare

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Experienced Game Engineer Resume

  • 1. ANDREW STUART FIRTH 2 2 5 4 2 S O U T H E A S T 1 2 T H P L A C E , S A M M A M I S H , W A S H I N G T O N 9 8 0 7 5 C E L L : 4 2 5 - 2 1 4 - 6 8 2 1 E M A I L : A N D Y S F I R T H @ G M A I L . C O M WORK EXPERIENCE i 09/09 – Present Bungie Bellevue, WA Engineer Architect, Platform Lead 02/08 – 09/09 Activision Blizzard Chicago, IL Lead Architect (Robomodo) 11/07 – 01/08 Day One Studios Chicago, IL Engine Programmer – PS3/XBOX 360 12/06 – 11/07 Electronic Arts Chicago, IL Software Engineer III – PS3/XBOX 360 01/04 – 12/06 Neversoft Entertainment Woodland Hills, CA Engine Programmer – PS3/XBOX 360 01/03 – 11/03 Mucky Foot Productions Guildford, England Senior Programmer – Gamecube 06/98 – 12/02 Attention to Detail Warwick, England Game Programmer (2 yrs) – Lead Programmer (2 yrs) – Engine Programmer (6 mos) SKILLS i  Leadership of programming teams both large and small, on site and remote.  Technical game/engine design and architecture specification and implementation  Productivity optimization across large teams  Low level optimization in assembly/intrinsics (Gamecube/PS1/PS3/XBOX 360)  High level optimization (C/C++)  Multi-threaded & concurrent systems design and optimization (including rendering engines) on XBOX360, XBOX One, PS3, & PS4 MEANINGFUL CAREER EXPERIENCES i  Owner and implementer of cross team multi-threading and execution organization systems at many studios.  Complete async rendering system design, implementation & management. (Project 8, RIDE, Destiny)  Build system design including optimization for all internal client level code  Cross platform technical design & contingency planning across all teams.  Implementation of Geometry/texture streaming engines at several studios.  Design and maintenance of internal logging and reporting mechanisms  Crash reporting system design and analysis  Cross platform Math implementation & optimization  Character animation system implementation, design & optimization (PS1, Gamecube, PS3, & XBOX 360)  Design & implementation of Cinematics scripting language (PC)  Car/bike physics including rendering representation (PS1, DC, PC)  Menus system design for a large data driven front end.  User friendly controller systems.  Downloadable content manager infrastructure and maintenance for large continuously updating title  Design and implementation of cross tools/client deterministic and persistent handle system for all memory access
  • 2. OTHER DUTIES i SOFTWARE I PROJECTS TO DATE i  1998 Gabriel: The Dark Angel (PS1/PC) as a Games programmer  1999 Ducati World (PS1/PC/DC) as a Games programmer (Acclaim) (reviewed 8/10)  2000 Internal Affairs (PC) & Engine work (PC) as a Games programmer  2001 Firebugs (PS1) as a Lead Programmer (Sony) (reviewed 8/10)  2002 Drome Racers (PC/GameCube/PS2) as an Engine Programmer (EAD)  2003 Bulletproof Monk (PS2/XBOX/GameCube) as Senior GameCube Programmer (Empire)  2003 The Punisher (PS2/XBOX/GameCube) as Senior GameCube Programmer (THQ)  2004 Tony Hawks Underground 2 (Gamecube Lead Programmer, ATVI/Neversoft)  2005 Tony Hawks American Wasteland (XBOX 360 Lead Programmer, ATVI/Neversoft)  2005 GUN (XBOX 360 Engine, ATVI/Neversoft)  2006 Tony Hawks Project 8 (XBOX 360/PS3 Engine & Renderer Designer, ATVI/Neversoft)  2007 Marvel (XBOX 360/PS3 Senior Programmer & Renderer Designer, EA)  2008 Fracture (XBOX 360/PS3 Engine Programmer, Day One Studios)  2009 Tony Hawk Ride (XBOX 360/PS3, Lead Architect/Robomodo)  2010 Halo Reach (XBOX 360, Engineer Architect/Bungie)  2014 Destiny (XBOX360, XBOX One, PS3, PS4, Platform Lead and Engineering Architect/Bungie)  DLC: The Dark Below  DLC: House of Wolves  2015 Destiny: The Taken King, (XBOX360, XBOX One, PS3, PS4, Platform Lead and Engineering Architect/Bungie) *Italics denote projects cancelled prior to release* EDUCATION i October 1995 – June 1998 Loughborough University of Technology Awarded:Upper Second Class (2:1) Degree in Mathematical Computation REFERENCES i ` References are available upon request  Project code management  Enforcing coding practices  Enforcing art/design practices & limitations  Strategic contingency planning  Handled middleware relationships and evaluations including Umbra, Havok, Telemtry, Oodle, Arxan  Retail crash analysis and prioritization for large live title  Primary contact point for all console development including first party relationships.  Extended team management (beyond programmers)  Design evaluation and presentation  Liaise with upper management, production, Hardware & Middleware vendors  Cross team data/job dependency visualization  Visual Studio  XBOX One / XBOX360 tools  PS3/PS4 Tools  Perforce  Microsoft Office  Visio  OneNote  Kibana  Tableau  Incredibuild  Beyond Compare