Nathan John Mates
Web home page: http://www.matesfamily.org/
LinkedIn page: here
[Resume last updated August 2010]
To utilize experience gained as a generalist & firefighter programmer
to bring titles to a shippable state and provide post-release
support. Able to jump into existing systems and codebases, and safely
engineer needed changes, including Xbox 360 TCRs & PS3
TRCs. Portability and security of code are emphasized, without
sacrificing speed and memory use.
Fluent in C/C++, Lua, Perl, 6502/65816 Assembly
Platforms/libraries programmed for:
Consoles: Microsoft Xbox 360, Sony Playstation 3, Sony Playstation 2,
Microsoft Xbox, Sony Playstation, Sega Saturn.
experience includes DirectX (DirectSound 8, Direct3D 5-9), Winsock,
MFC & WTL, Win32, Gamespy libraries. Have used C++ calls to and from
Scaleform libraries. Additional experience programming on FreeBSD,
Other tools/technology experience:
MS Visual Studio, ProDG, Perforce, Subversion (SVN), CVS
System administration experience:
Windows, FreeBSD, OpenBSD, and Linux platforms
Work Experience: (extended detail below)
- Total Immersion Software: Advanced Programmer, Dec 2009 - present.
- Pandemic Studios: Programmer / Senior Programmer, 1998 - Nov 2009.
- Saboteur Playstation 3, Xbox 360, PC (2009)
2 - World In Flames. Playstation 3, Xbox 360, PC (2008)
Wars: Battlefront II - Playstation 2, Xbox, PC (2005)
- Star Wars:
Battlefront - Playstation 2, Xbox, PC (2004)
Wars: The Clone Wars - GameCube, Playstation 2 (2002), Xbox (2003)
- Triple Play 2002 - PS2, Xbox (2002)
- Fifa Online (never released in North America)
- Battlezone II - Windows (1999)
- Adrenalin Entertainment: Software Engineer, 1996 - 1998
- Brunswick Circuit Pro Bowling - Playstation 1 (1998), Windows
- Ten Pin Alley - Playstation 1 (1996), Windows (1997) Sega Saturn
- Scalable Programming Laboratory, Caltech: Staff Programmer, 1994 - 1996
- SoftDisk Publishing, Inc.: Programming intern, summer 1993
Bachelor of Science in Engineering & Applied Science from
California Institute of Technology, June 1996.
Activities and positions:
1986-1992. Earned Eagle Scout (highest Boy Scout) rank, May 1990.
Brief summary of my major contributions to published projects, most recent first:
Total Immersion Software projects:
- PRIME phase 2.0. Integrated flight model and weapon code. Did initial work on sensor code. Brought junior programmers up to speed on using Scaleform. Implemented and debugged both PRIME and core technology issues, including core changes, memory optimizations, moving vehicles. Wrote networking code to link all PRIME-specific code together.
Pandemic Studios projects:
- The Saboteur: Handled TRC/TCRs for PS3 & Xbox 360 versions,
including save/load, signouts, and downloadable content. Worked on
worldbuilding tools to optimize speed and disk usage.
- Mercenaries 2: Added many features to world & sound editing
tools, including search, memory optimizations, and image
processing. Tracked down and fixed crashes in those tools. Handled
TRC/TCRs for PS3 & Xbox 360 versions, including save/load, signouts,
- Star Wars: Battlefront II: handled TRC/TCRs for PS2 & Xbox
versions. Built and maintained an overnight automatic build system,
including high-level functional tests of every level, generating
graphs of framerate/memory usage.
- Star Wars: Battlefront, wrote cross platform menu system, Xbox
Live user interface and parts of the Gamespy user interface.
- Star Wars: The Clone Wars: headed PS2 conversion from
GameCube. Also worked on the Xbox version, handling Xbox Live session
creation/management and user interface.
- Triple Play 2002: Headed PS2 to Xbox conversion. Updated other
- Fifa online: Took standalone PC SKU, and adapted it to run in a
web browser for EA.com (ActiveX/Netscape plugin). Reduced PC SKU to a
4MB download with a custom installer.
- Battlezone 2: Implemented networking code and other code. Tracked
down post-shipping crashes, and coordinated collecting bug reports,
code/asset changes, and managed releases of 1.2 and 1.3
patches. Worked on 1.3 on my own time since 2001, adding DirectSound
3D support, rewrote rendering engine in DirectX 9, lots of features
features, crash fixes, Vista compatibility, patch installer, and much
Adrenalin Interactive projects:
- Brunswick Tournament of Champions Bowling: Implemented 3D art and
animation translation and playback programs from AGFLI (3DS:Max
Plugin) format to Playstation HMD and D3D formats. Also worked on
other art tools, cross-platform AI code.
- Ten Pin Alley: wrote Sega Saturn code inspired by PlayStation
version . nearly everything but the shared physics code was rewritten;
additional programming for bowling AI and other platform-independent
engine code for the PlayStation and Windows SKUs
- Caltech Scalable Programming Laboratory: Developed large dataset
manipulation tools for half-gigabyte files and scripts to automate lab
work. Generated pictures and movies from results of all of the
laboratory's scientific simulations with Alias|Wavefront's Data
Visualizer and Composer; production quality video equipment used to
create videos for publications and funding proposals.
- SoftDisk Publishing, Inc: Wrote Apple IIGS utilities.
Looks interesting enough? You can email me at firstname.lastname@example.org for more information, return to my home page to see portions of my
work online, or see many other ways to contact