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Daniel Stanfill
1436 18th Street
Manhattan Beach, California 90266
(310) 796-8982
Qualifications
- First rate technical knowledge of the computer game industry.
- Solid manager and experienced team leader, with proven ability to manage
budgets and schedules, and evaluate team progress.
- Significant programming experience on most important platforms
(PC, XBox, Playstation, Nintendo, PSP, iPhone, Java, and more).
- Excellent spoken and written Japanese.
Work Experience
| May 1999 - Present |
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Pinniped Software, Manhattan Beach, California |
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Owner and Developer |
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Provide development and consulting services primarily to
the video game industry. Handle all contracts, subcontracts, budgeting, scheduling,
and the majority of the actual development. Some of the games worked on by Pinniped Software
include: WALL-E (PSP), Starcraft Ghost (Xbox, PS2), Metal Arms (Xbox, PS2, Gamecube),
Warhammer Dawn of War (PC), 25 to Life (PS2, PC), Masters of the Universe (Gamecube), Star Wars the Clone Wars
(Gamecube), Defender (PS2), Charlie's Angels Angel X (PS2 to PC port), Petz 5 (PC),
Star Trek: Deep Space Nine Dominion Wars (PC), Interstate '82 (PC).
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| Jul. 2006 - Mar. 2009 |
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Clairvoyant Systems, Inc., Long Beach, California |
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Vice President of Product Development |
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- Clairvoyant Systems was a small startup company devoted to the visualization of real world events using
cutting edge computer technology. Our initial product used live telemetry from race cars to drive a game
engine on a PC, allowing a race to be viewed in real time from any user-controlled view. It
was successfully implemented and demonstrated in three major motorsports: Formula 1, NASCAR, and IndyCar.
- Managed all development activities, from initial product specification through working prototypes
and product demos.
- Planned and budgeted future product development activities with a projected budget of
$8 - $16 Million annually covering three motorsport properties and multiple product lines.
- Hired and managed the core team team of 10 developers (1 producer, 5 artists, 4 programmers).
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| Dec. 1994 - May 1999 |
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Activision,
Inc., Santa Monica California |
| May 1997 - May 1999 |
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Director of Technology |
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- Managed department of 20 employees supporting central technology development
and production.
- Managed key technology relationships (e.g., Intel, Microsoft, 3D chip makers).
- Provided technology resources, expertise and evaluations for production.
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| Apr. 1996 - Apr. 1997 |
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Lead Programmer |
Interstate '76 |
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Managed team of nine programmers, implemented vehicle physics
and more. |
| Sep. 1995 - Apr. 1996 |
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Lead Programmer |
Bushido |
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Wrote technical design and schedules, began implementation
of new engine. Project was later canceled. |
| Dec. 1994 - Aug. 1995 |
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Senior Programmer |
Mechwarrior 2 |
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Principal programmer of tiger team to ship Mechwarrior
2. Responsible for the 3D graphics engine, collision detection, physics,
memory management, and more. |
| May 1983 - Dec. 1994 |
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Jet
Propulsion Laboratory, Pasadena, California |
| May 1990 - Dec. 1994 |
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Technical Group Leader |
Visualization and Earth Science Applications Group |
| Sep. 1988 - May 1990 |
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Member of Technical Staff |
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Technical management, research, and implementation of interactive
and high quality 3D graphics applications, especially large scale terrain
rendering. |
| May 1983 - Sept. 1988 |
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Member of Technical Staff |
Multimission Image Processing Lab Software Development Group |
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Lead developer for system level and interactive display
software. Also implemented wide variety of software from low level image
i/o to various image processing algorithms. |
Education
| 1978 - 1983 |
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Harvey Mudd College,
Claremont, California |
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B.S. Engineering. Emphasis in electronics and computer science. |
| 1981 - 1982 |
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Waseda University,
Tokyo, Japan |
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One year program of studies, international division. Completed highest
level of Japanese language offered. Took courses in both English and Japanese
on Japanese culture.
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Papers
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D. F. Stanfill, "Using Image Pyramids for the Visualization of Large Terrain
Data Sets," International Journal of Imaging Systems and Technology,
Vol. 3, 157-166 (1991).
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R. G. Blom, L. A. Bergman, R. E. Crippen, E. G. Frost, K. J. Hussey, P.
M. Lyster, D. A. Okaya, D. F. Stanfill, "Interactive Regional-Scale Geological
Data Exploration and Analysis Across a Gigabit Computing Network: A Part
of the CASA Gigabit Network Testbed," Proceedings of the Ninth Thematic
Conference on Geologic Remote Sensing, Pasadena California, USA, February
8-11, 1993.
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Various papers published internal to JPL and NASA, including two NASA Tech
Briefs.
Other Published Works
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IMAX Film Corporation, "Blue Planet." Wrote the software for a 90 second
computer generated flight up the San Andreas fault, and for a simulated
earthquake in San Francisco.
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IMAX Film Corporation, "Destiny in Space." Wrote terrain rendering and
flight path generation software used for flights over Venus and Mars.
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Jet Propulsion Laboratory, "Monterey: The Bay." Wrote software and directed
team in producing a 3D animation of the Monterey Bay environment.
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Jet Propulsion Laboratory, Concurrent Super-Computer Consortium, "Flight
over Haleakala." Generated entire animation with an experimental renderer
on the Intel Touchstone Delta Super-computer.
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Numerous small animations not officially released through the JPL Public
Information Office. This work can be shown upon request.
Professional Memberships
IEEE Computer society and ACM SIGGRAPH.
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