Rafael Baptista
35 Falmouth Rd.
Arlington MA 02174
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Phone: (781) 367-9051
email: rafael@oroboro.com
web:
http://oroboro.com/rafael
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Skills:
Management of software development organizations with 20 people, multiple
development teams and multiple products per year, including responsibility for budgeting
and hiring. Experience starting and building software development organizations.
14 years of professional software development experience, with a strong emphasis
on the development of flexible, robust and re-usable components, including the development
of several special purpose computer languages.
Platforms and Languages: C, C++, Windows, Unix, OpenGL, DirectX, Java, Console Game Development
Algorithms: natural language processing, speech recognition, signal processing,
genomics, graphics, physics simulation, AI, path planning, 3D math, compiler design, game engine design
Experience:
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December 2003 - present
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Oroboro Interactive, Arlington MA
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Lead Programmer at Harmonix for Phase, a game for iPod. Coded a library
integrated into recent versions of Apple's iTunes to do automatic analysis of music to extract beat and transient information and use this data to automatically
generate game levels for an iPod game.
Directed a small team to port the Guitar Hero 2 game engine from XBox360/PS3 to several versions of iPod hardware - including porting a complex tool chain,
rewriting the graphics transforming the codebase from floating point to fixed point.
Completed development of Rayman Hoodlum's Revenge,
for Ubisoft in January 2005.
Currently developing KJam, a very fast next generation software build system,
used by a number of high profile software development companies.
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June 2000 - November 2003
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General Manager
Helixe Games, Lexington MA
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Founded Helixe, a
division of THQ. Grew the organization from 2
people to 20 people, organized into 3 game teams.
Managed Helixe's day to day
operations. The art director and each project lead reported directly to me.
Responsible for a budget of $1.5m per year, including budget planning for
all the project, setting salary levels and planning major equipment purchases.
Managed the design and implementation of two game engines for a
series of game products for the Nintendo GameBoy Advance. Our focus has been on
developing robust, re-usable game engines, and flexible tool sets. Each of our game
engines was developed with a full suite of graphical level editing
tools. All of
the game data is translated into an internally developed XML-like data description
language and compiled into final binary game data using a single extensible data
compiler.
Shipped 8 games, based on major properties such as
Scooby Doo,
Star Wars,
Jimmy Neutron,
Fairly Odd Parents and
Rocket Power.
All of the games shipped on schedule, on budget and on spec.
Our products have generated over $50m in sales, and sold over two million
units world-wide.
Left Helixe as a top development group which has continued to prosper and grow.
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November 1997 - June 2000
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Senior Software Engineer
GameFX Technology, Lexington MA
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Implemented an advanced AI system for a critically acclaimed computer game,
Sinistar
Unleashed. The system is based on a
Finite State Machine language that allows
special finite state machine instructions to be embedded into C++ code. A
pre-compiler converts the FSM instructions into C++ code, and the combined file
is compiled into fully optimized object code. The language enforces correct finite
state machine transition tables. This allows developers to quickly develop
complex finite state machine based AIs and to debug the FSM code directly in
commercial C++ development environments ( like MSVC ).
Wrote numerous physics based control systems: flight models,
tractor beams, flocking, obstacle avoidance, skeletal physics, dog
fighting, lead aiming, missile guidance.
Restructured an existing game engine to make a clean separation between
game engine and game scripting code.
Developed a lean and flexible templatized container class library similar to STL,
but smaller faster and simpler. It has been the basis of numerous code bases, including
the Sinistar Engine, and all the Helixe tools. A version of this code is used in Valve's
Half-Life 2 engine.
January 1996 - October 1997
June 1991 - December 1994
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Senior Software Engineer
Kurzweil Applied Intelligence, Waltham MA
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Designed and implemented a natural language processing system that
translates English commands into short programs, allowing users to
give complex commands in common English to computer programs. I am an
inventor on two patents
based on this technology. The system included the development a special purpose
non-Turing-Complete programming language for natural language processing based
on work by Dr. Stuart Schieber at Harvard.
This system is sold in a series of products called
Dragon Naturally
Speaking and L+H
Voice Xpress. Six years after I developed it, it is still
sold commercially, and is one of the few systems that was ported from
Voice Express to Naturally Speaking after the merger of L+H and Dragon.
Wrote a part-of-speech based language model that can be trained
automatically for any language. Significant memory reduction over old
system. Similar to minimum entropy lossy compression.
Coded major algorithms for continuous speech recognition prototype.
Collected, verified and maintained several very large speech data bases.
Conducted extensive experiments on prototype and product recognizers to
evaluate performance of recognition algorithms and identify failure modes.
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January 1995 - January 1996
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Scientific Programmer
WIBR/MIT Center for Genome Research, Cambridge MA
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Designed and implemented CO2, a system
for physical mapping of genomes.
It has a graphical interface and a scripting language. It integrates many
sources of data, from WIBR's own sts-content and RH
data, to Genethon's genetic maps and CEPH's ALU-PCR and fingerprint data.
This program was used to produce a 15,000 marker map of the human genome,
the best and most complete map to date. It has subsequently been used by others
to make maps of other organism including several mouse and rat genome maps.
Research results published in
Science, December
1995, An STS-Based Map of the Human Genome.
Education:
September 1987 - May 1991
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Hampshire College, Amherst MA
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B.S. Cognitive Science, specializing in linguistics and artificial
intelligence.
Wrote neural network application to learn anaphoric binding in English.
1990-1991 Stiles Scholar - Excellent Student of Cognitive Science
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