Wade Brainerd Summary I am a technology architect, team leader and firefighter with a track record of high quality, commercially successful products. Experience - C/C++, Assembly (x64/PPC/Cell/AMD GCN), Python, Perl, PHP, JavaScript, C#, Objective C, LaTeX - PlayStation 1/2/3/4/4.5, XBox 1/360/One, N64/GC/Wii/WiiU, PSP/Vita, Dreamcast, Windows, Mac OS X, Linux, iOS, Android, Oculus, Arduino - Software architecture, Team management, Computer graphics, Performance optimization, User interface design, Parallel programming, Embedded systems, Linux server administration, Asset pipelines Activision - Santa Monica, CA - 1998-Present - Principal Technical Director - ACME Technology Studio: Co-founder, 2008-Present Founded a small studio in Portland, ME with another technical director. Working remotely, we initiate technology collaboration and community building efforts, host an internship program, perform independent research & development, and provide direct firefighting services to studios. In particular, we hold significant technical responsibilities in the development of the annual Call of Duty franchise. + Call of Duty: Infinite Warfare, shipping Fall 2016 Participated in technical direction & planning for the project. Researched & implemented realtime volumetric fog based on [Wronski2014]. Overhauled editor live-update feature, improving reliability & usability. Coordinated ACME's rescue of the stalled Xbox D3D12 port. + TedFS: Hierarchal storage management for Perforce, 2016 research project Conceived and developed a NT kernel driver which delays population of files onto the client workspace until they are accessed through the filesystem. Drops sync+storage requirement to build & run COD:IW from ~900GB to ~40GB. Currently in testing at multiple studios. + Call of Duty: Black Ops 3, shipped Fall 2015 Led the graphics portion of the firefighting effort to ship the PS3/360 SKU after the failure of an external contractor to deliver. Secured and managed programming resources, set technical priorities, participated in creative problem solving at the executive level. Both SKUs shipped on time and the PS3 received a Players' Choice award. - Studio Central: Principal Technical Director, 2001-2008 Managed the development of a graphics library and other technology initiatives shared between internal and external Activision studios. Provided programming services for various teams, often alternating between research & development and firefighting roles. - Treyarch: Programmer, 1998-2001 Hired to start the Dreamcast version of Treyarch's internal ArchEngine, designed and implemented various engine systems, held graphics programming positions on various titles. JVC Digital Arts Studio - Torrance, CA - 1996-1998 - Lead Programmer - Iron John Hawk: shipped June 1998, Lead Programmer Hired as a 17-year-old high school graduate, promoted to lead. Managed a 7 programmer team through the creation of this 2D isometric action game for Windows 95. Published by Capcom. Credits Call of Duty: Infinite Warfare (2016) Call of Duty 3 Call of Duty: Advanced Warfare Shrek SuperSlam Call of Duty: Black Ops III Call of Duty 2: Big Red One Call of Duty: Ghosts Tony Hawk's Underground 2: Remix Call of Duty: Modern Warfare 3 Ultimate Spider-Man Call of Duty: Black Ops II Spider-Man 2 Call of Duty: Modern Warfare 2 Kelly Slater's Pro Surfer Call of Duty: Black Ops Minority Report Blur Sega Sports NHL 2K3 Cabela's Big Game Hunter Spider-Man: The Movie Tony Hawk Ride Tony Hawk's Pro Skater (Dreamcast) Transformers: War for Cybertron Draconus: Cult of the Wyrm Marvel Ultimate Alliance Triple Play 2001 Call of Duty: World at War Triple Play 2000 (N64) Spider-Man 3 Iron John Hawk: The Shards of Power Selected publications Efficient GPU Rendering of Subdivision Surfaces using Adaptive Quadtrees ACM Transactions on Graphics 2016 (TOG) Co-first author on a novel approach to rendering Catmull-Clark subdivision surfaces using GPU tessellation hardware. Selected volunteer work One Laptop Per Child - Game & Activity Development Won second prize in the OLPC 2007 Game Jam with a wireframe 3D Pong. Ported the homebrew Nintendo DS painting application Colors! to XO. Wrote additional activities and coordinated activity development. Design That Matters - Incubator Project Developed PIC microcode for a $200 infant isolation unit targeted at developing nations. Assisted with the design of the user interface and electronics. Education Santa Monica College - Santa Monica, CA - Individual classes. Orono High School - Orono, ME - Graduated 1996. Contact Email: wadeb@wadeb.com Mobile: (310) 498-3750 GitHub: https://github.com/wadetb Blog: http://wadeb.com/blog Twitter: @wadetb