Jason C. French

 

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SUMMARY

Languages: C, C++, SQL

Game Areas of Expertise: Online, Gameplay, UI, AI, and Tools

Platforms: PC, Xbox 360, PS2, Xbox, GameCube

10 Years in the Game Industry

Shipped 8 games on various platforms

7 years as Games Software Engineer; 3 as a Lead Software Engineer

3 years Management experience

Good communicator with proven leadership skills at one of the largest game studios

Responsible for hiring of engineers at EA-Tiburon

 

 

EXPERIENCE               Electronic Arts – Tiburon                                                             October 2000 – Present

                                       Maitland, Florida & Austin, Texas.

 

NCAA Football 09 (Xbox 360 / PS3 / PS2)                                  July 2007 - Present

Development Director

NCAA Football 09 is a continuation of the NCAA Football series with a scheduled release of July 2008. I am responsible for defining the processes by which the game is done with four development managers reporting to me. The four-sub teams consist of 4 – 10 engineers each. Along with a project manager, we schedule and hold the team responsible for getting the work done on time. In this position, I am responsible for risk management, setting game development processes, and coordination with central development teams. I run regular team meetings and I am also responsible for communicating team progress to upper management.

 

NFL Head Coach 09 (Xbox 360 / PS3) & “SuperSim”            June 2006 – June 2007

Senior Development Manager

I worked on NFL Head Coach 09 for only half of its development cycle before moving over to NCAA Football 09. The team was small consisting of two designers and five engineers. During this time, we designed and implemented a small project called “SuperSim” which was then integrated into Madden NFL 08 (Xbox 360 / PS3), NCAA Football 08 (Xbox 360 / PS3), and NCAA Football 09 (PS2). The goal of the project was to give the user the ability to pause the game and simulate a series of plays instead of actually playing them. For SuperSim, I was responsible for making sure all the designs & technical designs were complete and created a four month schedule to complete the project. For NFL Head Coach 09 I was responsible for organizing the pre-production and doing planning for the ramp of the full team for the second half of development.

 

NFL Head Coach (Xbox / PS2 / PC)                                 December 2005 – May 2006

Development Manager

I moved to NFL Head Coach in the last milestone of development because they were struggling to get features into a completed state. I was given six engineers and a designer to manage and was responsible for the Gameplay and Online pods. I was responsible for making sure each feature for those areas were completed in full. I managed the development schedule, managed bug flow, and tracked dependencies with art and central data.

 

Madden NFL 06 (Xbox 360)                                  September 2004 – November 2005

Development Manager

I made the transition from software engineer to manager for the first time on Madden NFL 06, a launch title for the Xbox 360. This was the first “next gen” title for EA-Tiburon. I was given sixteen engineers to supervise across several disciplines: graphics, user interface, gameplay, and online. I managed the development schedules, build schedule, bug flow, and making sure all technical designs were written.

 

Madden NFL 2005 (PS2 / Xbox / GameCube)              August 2003 – August 2004

Lead Software Engineer

For this project I was one of the Lead Software Engineers and was responsible for three other engineers all of us working in the UI and Franchise simulation portion of the game. My engineering duties included architecting and implementing the Storyline Central feature in Franchise. This was a data driven decision tree and keyword text replacement system which picked and displayed newspaper stories relevant to what was happening in a user’s Franchise. I was also responsible for posing the players in the UI to simulate a picture in a newspaper and implementing a speech system for the EA Sports Radio feature. For the Collector’s Edition, I implemented low level support for dual layer DVD9 which doubled the amount of content we could put on the pressed DVD. This was the first PS2 DVD9 format shipped at EA.

 

Madden NFL 2004 (PC)                                                        August 2002 – July 2003

Lead Software Engineer

For this project I was the Lead Programmer and was responsible for the entire development of the project. My duties were the scheduling and management of three engineers and one artist as well as a full engineering workload. I also coordinated our online component, which was being created by a team at EA-Canada. My engineering duties included the porting of current Madden NFL 2004 (PS2 / Xbox) features to the PC as well as the integration of the EA Sports Online component from EA-Canada. From a management perspective, the project was a great success. We passed every milestone without a single failure from QA. It was also the first time in two years that we delivered the final product to CQC on the originally scheduled ship date as well as going through on our first pass.

 

Madden NFL 2003 (PC)                                                        August 2001 – July 2002

Lead Software Engineer

For this project I was the Lead Game Programmer, which gave me the duties of doing the scheduling and management of four engineers: two engineers working in Austin and two working in Orlando. I also was responsible for coordinating with an external contractor for the EA Sports Online component. My programming duties were to design and implement the client side EA Sports Online component. I was also responsible for porting the game pad and peer-to-peer online from the Madden NFL 2003 PS2 product.

 

Madden NFL 2002 (PC)                                                        October 2000 – July 2001

Software Engineer

The plan for Madden 2002 PC was to take the PC 2001 front-end and graphics engine and combine it with the PS2 2001 AI & animation engine. My duties were to merge the online capabilities of the PC version and make it work with the PS2 game engine. I was also responsible for making the PC 2001 front-end and franchise data transition into the PS2 in-game code. During Alpha, I had to fix many of the bugs from the previous year in their Online Dynasty feature.

 

Atomic Games                                                                       January 1998 – October 2000

                                       Houston, Texas.

 

“Hammer’s Slammers” & “Ground Zero”                  December 1999 – October 2000

Lead Software Engineer

“Hammer’s Slammers” was a sci-fi real-time strategy game using the NetImmerse 3D engine. I was the Lead Programmer, which gave me the duties of scheduling the project as well as organizing and co-authoring the technical design. My duties included 3D graphic and animation interfaces with the NetImmerse 3D engine, as well as, the framework for the tactical game system. “Ground Zero” was a new game engine that was going to be used for all new games at Atomic. I was co-designer and lead programmer for the implementation. The idea behind Ground Zero was to come up with a portable game engine by breaking it into different modules that could be worked on independently and used across projects. For this, we architected it using object-oriented design and strictly defined the interface between the modules so that coupling between them could be kept at a bare minimum. Modules include a game system, operating system, online, and 2D and 3D Engines.

 

Close Combat:  Battle of the Bulge                       December 1998 – November 1999

Software Engineer

This game saw the addition of a new strategic layer, which tied the different tactical level battles together.  My main duties were Tactical Artificial Intelligence and Online programming.  I designed and implemented the integration of the new strategic layer with the existing tactical layer.  This brought in a new feature of being able to attack onto various sides of a map, which was new to the engine.  Also added was the new concept of battle groups with force pools.  I implemented the logic behind their repair and requisition of units.  In the tactical layer I was responsible for the damage inflected during artillery and air strikes as well as the ability of the soldiers to dig defensive trenches and gun pits during deployment.  Finally, I delved into the existing vehicle pathing and improved it so that they avoided other vehicles better.

 

Close Combat III: The Russian Front                       January 1998 – December 1998

Software Engineer

My main duties were Online and Tools programming. I converted present engine networking system from Winsock TCP/IP to Microsoft DirectPlay v6. This included being able to launch from an Internet lobby, like Microsoft's Internet Gaming Zone as well as optimizing game packets so that only current information that had changed was sent.  At the beginning of the project I was responsible for converting several tools from the Macintosh platform to the Windows platform.  Including the Map Tool which allows the artists to define what each section of the pre-rendered map is for the game system.

 

EDUCATION                Bachelor of Science in Computer Science Engineering,

                                    The University of Texas, Austin, Texas. 1996.