Wade Brainerd Summary Executive leader, technology architect, and firefighter with a 20+ year track record of high quality products and successful initiatives. Experience - C/C++, Assembly (x64/PPC/Cell/AMD GCN/...), Go, TypeScript/JavaScript, C#, Python, Objective C, LaTeX, others - PlayStation 1/2/3/4/5, XBox 1/360/One, N64/GC/Wii/WiiU, PSP/Vita, Dreamcast, Windows, Mac OS X, Linux, iOS, Android, Web, Oculus, Microcontrollers - Software architecture, Team management, Computer graphics, Content pipelines, Performance optimization, Low level networking, User interface design, Parallel programming, Databases, Embedded systems, Linux server Activision - Santa Monica, CA - 1998-Present - Chief Technical Fellow / co-CTO, 2020-Present Co-directing technical strategy across the organization. Member of the executive leadership team. Co-lead of Central Tech and Demonware divisions. + Co-led the integration of three independently-developed game engines into a shared codebase for Call of Duty, while maintaining an annual product cadence. Designed collaboration process and organizational changes. + Established in-house mobile development, including internal and external resourcing as well as technical strategy. Personally led the project through a key initial milestone. + Developed, resourced and deployed an innovative solution to distribute Call of Duty's content without sacrificing visual fidelity, leading to drastically smaller download sizes. + Identified and amplified key stakeholders in addressing cheating in Call of Duty, resulting in innovative and successful anticheat strategies under the Ricochet initiative, and improved player sentiment. - ACME Technology Studio: Co-founder, 2008-2020 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, shipped 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. Contributed to the architecture of the the Xbox One D3D12 port. + TedFS: Hierarchal storage management for Perforce, 2016 research project Conceived and developed a NT kernel driver which defers download 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. Deployed thoroughout Activision. + Call of Duty: Black Ops 3, shipped Fall 2015 Led the graphics portion of the firefighting effort to ship the PS3/360 SKU after a troubled initial development period. 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 (incomplete) 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: wade@wadeb.com LinkedIn: https://www.linkedin.com/in/wade-brainerd/ GitHub: https://github.com/wadetb