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   Pinniped Software, Manhattan Beach, California
Owner and Developer
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).
Jul. 2006 - Mar. 2009   Clairvoyant Systems, Inc., Long Beach, California
Vice President of Product Development
  • 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).
Dec. 1994 - May 1999 Activision, Inc., Santa Monica California
May 1997 - May 1999 Director of Technology  
  • 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.
Apr. 1996 - Apr. 1997 Lead Programmer Interstate '76
Managed team of nine programmers, implemented vehicle physics and more.
Sep. 1995 - Apr. 1996 Lead Programmer Bushido
Wrote technical design and schedules, began implementation of new engine. Project was later canceled.
Dec. 1994 - Aug. 1995 Senior Programmer Mechwarrior 2
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 Jet Propulsion Laboratory, Pasadena, California
May 1990 - Dec. 1994 Technical Group Leader Visualization and Earth Science Applications Group
Sep. 1988 - May 1990 Member of Technical Staff
Technical management, research, and implementation of interactive and high quality 3D graphics applications, especially large scale terrain rendering.
May 1983 - Sept. 1988 Member of Technical Staff Multimission Image Processing Lab Software Development Group
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 Harvey Mudd College, Claremont, California
B.S. Engineering. Emphasis in electronics and computer science.
1981 - 1982 Waseda University, Tokyo, Japan
One year program of studies, international division. Completed highest level of Japanese language offered. Took courses in both English and Japanese on Japanese culture.


Papers

  • 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).
  • 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.
  • Various papers published internal to JPL and NASA, including two NASA Tech Briefs.


Other Published Works

  • 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.
  • IMAX Film Corporation, "Destiny in Space." Wrote terrain rendering and flight path generation software used for flights over Venus and Mars.
  • Jet Propulsion Laboratory, "Monterey: The Bay." Wrote software and directed team in producing a 3D animation of the Monterey Bay environment.
  • Jet Propulsion Laboratory, Concurrent Super-Computer Consortium, "Flight over Haleakala." Generated entire animation with an experimental renderer on the Intel Touchstone Delta Super-computer.
  • 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.