I'm a computer programmer. I've worked in game development for several years now. I am currently president of my own small game development company called Oroboro Interactive. Our group has recenly finished developing Rayman Hoodlums' Revenge for GameBoy Advance for Ubisoft. This is the first title I have developed as an independent, which feels great. It has taken a long time and a lot of hard work to finally get to this point.

Previously I helped found and was general manager of a game development studio at THQ called Helixe. Helixe develops games for a number of handheld platforms, mostly GameBoy and Nintendo DS. They continue to grow and prosper.

During my time there I helped to develop 8 games for GBA. All together the games we developed at Helixe while I was there have sold about 2.0m units world wide which is about $50M in total sales.

Previously I was an AI programmer at GameFX, which was another studio of THQ.

In November of 1999 GameFx published what was then a cutting edge game called Sinistar Unleashed , using a very fast hardware accelerated rendering engine, real time modeling of physics, and a sophisticated AI system. I have implemented a finite state machine based AI system and most of the control systems for the various ships and weapons.

Before that I was at a division of Lernout & Hauspie ( back when it was still known as Kurzweil Applied Intelligence ), a now defunct company who was once a leader in automatic speech recognition. I wrote a natural language processing system for a continuous speech command and control recognizer called VoiceCommands. It lets you command a word processor in natural English. You can talk about most things that word processors know about, like characters, sentences, and paragraphs. You might say to your computer:

"Promote the first sentence in this paragraph to a heading. Bold it. Make it red. Bullet every paragraph in the document. Go down two paragraphs. Turn the next paragraph into a table with three rows and five columns. Now print it."

The number of things you can say and how you can say them is unlimited. So long as you talk about things the word processor knows about. My NLP engine was used in a wide array of L&H products in several languages. It is what L+H used to tout as their "NLT" technology. I think the grammar engine was eventually ported into Dragon naturally speaking, and may still be used in that product. I'm an inventor on two patents based on that technology. This work was funded with a grant from NIST/ATP.

Before that I worked on the Human Genome Mapping Project at the Whitehead Institute/MIT Center for Genome Research. I wrote a program that was used to make maps of the human and mouse genomes. Our group published a paper on the human genome map in the Dec 22nd, 1995 issue of Science.