CrowdCompass, Inc. September 2013 - Present
Portland, Oregon
Lead Software Engineer
Lead iOS software developer responsible with guiding multiple developers across several sprint teams to support the development of new, and maintenance of existing, features of the CrowdCompass attendee experience client. Some features include, but not limited to, integrating with PubNub to provide in-app messaging, several major UI overhauls, including the latest, the Dynamic Event Guide. Drove transition of the team to utilize Swift.

Wooly Beast Software, LLC January 2009 - January 2019
Portland, Oregon
Founded Wooly Beast Software, LLC in January of 2009 with the mission to build and sell applications and games for the Apple iPhone OS platform. Responsible for all facets of company development and operations.
    iPhone/iPod touch Titles:
  • Wooly Tasks - Free task management and tracking application for iPhone and iPod touch.
  • Wooly Tasks - Universal Edition - Task management and tracking application.
  • Wooly Wind Chill - Weather utility for calculating the wind chill based on user’s selected air temperature and the user’s selected wind speed. Has a trial feature for calculating wind chill based on user’s ground speed (as indicated by the iPhone's builtin GPS).
  • Wooly Wind Chill - Plus Ground Speed - Weather utility for calculating the wind chill based on user’s selected air temperature, and either the user’s selected wind speed or the user’s current ground speed (as indicated by the iPhone's builtin GPS).

Extensis, Inc October. 2004 - April 2009
Portland, Oregon
Senior Software Engineering Lead
Lead developer on Portfolio, a Digital Asset Manager for Macintosh and Windows. Responsible for leading a team of engineers to maintain and enhance the Portfolio product line, often under aggressive schedules. Lead and managed teams of three to ten engineers, in addition to coordinating internally with QA and marketing, and externally with 3rd party solution vendors and developers. Was instrumental in coordinating the development effort of every release of Portfolio after 7.0 through 9.0, including the first Extensis product line to simultaneously be released in four major languages.

Extensis, Inc Sept. 2000 - October 2004
Portland, Oregon
Senior Software Engineer
Responsible for client side updates and enhancements of the Portfolio product line. Contributed extensively to the migration of the codebase to the first Carbonized release of Portfolio, then in a later version, did a rewrite into Cocoa and Objective-C. Designed and developed a lightweight background imaging server to isolate problematic image files and prevent client crashes. Developed external imaging plugins, based on a proprietary Portfolio client plugin API, for handling EPS and PDF files using Accusoft’s imaging technology. Developed system contextual menu for controlling cataloging of images to Portfolio catalogs without directly interacting with the client application.

ImageBuilder Software Jan. 1996 - Jun. 2000
Portland, Oregon
Senior Software Engineer
Worked with mixed discipline teams to develop and ship twelve titles on Macintosh and Windows. Titles were published by IBM, Fisher Price, Creative Wonders, MECC, and KB Gear. Product development was done with a custom in-house, cross-platform C/C++ multimedia framework. Last project was a children’s 3D driving game sold with a USB steering wheel. Besides game development, I was also responsible for developing the USB drivers for interfacing between the hardware and the game.

Atari Corporation Oct. 1994 - Nov. 1995
Sunnyvale, California
Software Engineer
Member of the development team brought together to create Black Ice/White Noise; the first CD-ROM based game for the Atari Jaguar. Developed in-house layout tools used by the designers to create the various 3D worlds in the game. Responsible for implementing the “cyberspace” section of the game.

Sega Technical Institute (Sega of America) Sept. 1990 - Oct. 1994
Redwood City, California
Game Developer
Contributed to the design and implementation of three shipping titles for the Sega Genesis. Created custom tools and codecs for “on the fly” decompression of playfield maps and graphics during gameplay.
    Published titles:
  • The Ooze (1995)
  • Sonic Spinball (1994)
  • Kid Chameleon (1991)

Objective-C, C/C++, ActionScript, JavaScript, HTML, CSS, XML, PHP, Java
Cocoa, Carbon, STL, Adobe Flex 3.0, MSF, SQL
Macintosh, iPhone, Windows, Sega Genesis, Atari Jaguar
Xcode, Eclipse, Visual Studio, Subversion, Perforce, CVS, gdb, ant


Last update: March 2, 2010