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