| |
 |
Pinniped Software
Game and Internet Programming
Manhattan Beach, California
|
Pinniped Software Projects
Featured Title
 |
| Title |
Platform |
Developer / Publisher |
Details |
 |

|
Swingin' Ape Studios
Sierra Entertainment
|
Implemented all split-screen multiplayer features and all multiplayer gameplay
simultaneously for XBox and Gamecube.
Also helped polish and debug various other game features.
|
|
Upcoming Games
| Title |
Platform |
Developer / Publisher |
Details |
 |
 |
Savage Entertainment
TDK Mediactive
|
Provided final debugging and fixing of memory card and other issues for Gamecube version
of He-Man: Defender of Grayskull.
|
 |
 |
Savage Entertainment
Crave Entertainment
|
Fixed and tweaked physics and control in this water racing game. Implemented
guaranteed-stable physics to allow unlimited tweaking of parameters by
designers without problems.
|
Published Games
| Title |
Platform |
Developer / Publisher |
Details |
|
 |
Stainless Steel Studios
Activision
|
Assisted in finding and fixing video card compatibility and alt-tab issues with DirectX 8.1.
|
|

|
Seven Studios
Sony Pictures
|
Ported the game "Legion: The Legend of Excalibur" from the PS2 to
Windows DirectX 8.1. Modified rendering pipeline for efficient use of
vertex buffers, changed multi-pass rendering to multi-stage-single-pass, implemented
sound engine, preserved authoring pathways.
|
|
 |
Studio Mythos
UbiSoft
|
Implemented first cut of the Netscape plugin for Petz 5.
|
|
 |
Seven Studios
Midway
|
Improved movement and control of user space ship for new 3D version of the old
arcade classic.
|
|
 |
Pandemic Studios
LucasArts
|
Implemented several multi-texture effects, including self-shadowing (using the
projected z-buffer technique), soft projected shadows, texture scrolling, and
object detail-texturing.
Also worked with team to produce the preliminary technical design document.
|
Star
Trek:
Deep Space Nine
Dominion Wars
|
 |
Gizmo Games
Simon & Schuster Inc.
|
Improved AI pathing. The pathing needed a major overhaul (only some of which
could be completed due to time constraints), which included analyzing the
performance characteristics, and reworking the pathing to both level the cpu
usage and to improve the ship behavior.
|
|
 |
Activision |
Rewrote and tuned vehicle physics for this 3D-accelerated car combat game. |
 |
Web-enabled Cell phones, WML, Java, JSP |
JAMDAT Mobile |
Implemented complete trivia game engine. |
|
Web-enabled Cell phones, WML, Java, JSP |
JAMDAT Mobile |
Modified existing Gladiator game to use Jamdat's custom database for
localization and portability.
|
Other Work
|
Title |
Platform |
Developer / Publisher |
Details |
 |
 |
Disney Interactive |
Analyzed performance of a 3D children's title and made recommendations on
actions to take for improvement of frame rate. Also provided other
miscellaneous technical consultation.
|
 |

|
YaYa, LLC |
Implemented Netscape Plugin portion of web-based advertising game engine.
Ported online 3D driving game from Windows DirectX to Macintosh OpenGL.
Created new middle layer for game-hosting engine to manage auto-update of the
middle layer and game, allowing a thin Plugin and ActiveX layer which should
not need to be updated. (Allows for background updates, and avoids having to go
through an install for each game).
|
 |
 |
Ur Studios |
Implemented network communications layer of an interactive shared enviroment
scene graph library, including ntp-based time synchronization and latency
measurements, session-joining through firewalls/NAT-routers, and more.
Implemented an input-device library which allows dynamic and saved mapping of
functionality to controls on any input device, such as a joystick, gamepad,
keyboard, or mouse (based on DirectInput).
|
 |

|
Jet Propulsion Laboratory |
Please see Pinniped Scientific for
details. |
See Also
Dan Stanfill's game and industry experience prior to founding Pinniped Software
is available in his curriculum vitae.
|
| |
|
Updated January, 2004.
|
|