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 defers downloads 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 across the studio ecosystem. + 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 process. 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