Innovative, strategic, hands-on technical and people leader with a record of building high performing teams to address new technologies and markets and deliver on revenue opportunities quickly.
An experienced manager and technical leader of high profile, high-performing research, shared technology and product engineering teams. Pioneered the use of new technologies and development methodologies within
organizations, and evangelized them successfully to senior management and other engineering teams. Routinely
receive excellent reviews for leadership and customer focus. Technical areas of expertise include: GPGPU, multi-core,
distributed computing, mobile, and connected architectures, image and video processing, domain-specific languages
and graphics. |
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Currently managing a thirty-person organization focused on building a shared client, cloud and imaging architecture to be used across all of Adobe's mainstream products based on the architecture my team created for the Adobe Carousel (now Adobe Revel) product. Direct reports are senior engineering and quality engineering managers and senior architects.
Previously managed the Adobe Carousel (now Adobe Revel) product engineering team in the Professional Digital Imaging group. The
Adobe Carousel product is a mobile and desktop photography solution for consumers. Took the product from its
initial prototypes to a full commercial version on the iOS and OS X operating systems while building out the
engineering and quality engineering teams. The product has been downloaded over four million times in its first two
months of release and is currently managing over twenty-one million customer assets. Was the primary Engineering
manager responsible for the 1.0 and 1.1 releases.
From 2005 until 2011, managed the Adobe Image Foundation group, a team of senior development and quality engineers creating the Pixel Bender language and the CPU and GPU runtime for its use in Adobe Products. Management responsibilities included technical leadership, engineering guidance, strategy, budget, hiring, interfacing with other groups and other companies, promoting AIF technology in conference presentations and product planning. One of the principal Adobe engineering contacts with ISVs, IHVs and standards bodies on areas of high performance computing, GPUs, and Multi-core development. The team used the scrum development methodology. Primary developer of the Pixel Bender Toolkit application. AIF technology shipped in After Effects CS3/4/5, Photoshop CS4/5, Premiere CS4/5, Flash Pro CS4/5, Flash Player 10 and all other Adobe imaging and video products.
From 2004 to 2005, Project Lead for Adobe Help Center, a new help system with an embedded mySQL database backend which generated HTML views at runtime. Shipped with Photoshop Elements (version 3, 4 and 5), Premiere Elements (Version 2 and 3), Creative Suite CS2 (and all associated applications), Digital Video Suite 2005 (and all associated applications).
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Member of the Windows CE Core OS team. Owned half of the Windows CE standard shell UI
APIs shipped in Windows CE 4.2 and 5.0. For version 5.0, completely re-architected and did
the majority of the implementation work for the build system in the WindowsCE Platform Builder IDE tool. |
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Consultant to Microsoft's Windows CE.NET team. Ported Pocket Excel to
Windows CE 4.2, and created an common shell library to unify the API for the many
versions of the Windows CE shell. |
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| Director of Engineering |
June 2001 - June 2002 |
| Agnostic Media |
Seattle, WA |
Architected and did the server-side implementation of an automated media-encoding
and digital asset management application directed at companies with large media libraries. |
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| Development Lead |
July 2000 - June 2001 |
| BootlegNetworks, Inc. |
Seattle, WA |
Managed a team of seven engineers using Extreme Programming methodologies
to develop a world-class media management, archiving, and productizing solution. |
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Worked on the Windows Media version 7.0 Encoder application team in the Digital
Media Division from August 1999 - July 2000. Designed and implemented significant
pieces of the application.
From September 1994 until August 1999, worked in the Virtual Worlds Group of
Microsoft Research. The goal of the project was to define the
future of multi-user on-line virtual environments. First version of project
called V-Chat. Created prototypes of V-Chat, designed significant parts
of the software architecture, wrote production code for audio support.
Development lead for V-Chat authoring system shipped to all content developers.
Following V-Chat, I led a Development group of four to create a next generation
authoring tool for virtual environments. That work was shipped in the Microsoft
Virtual Worlds Platform v1.0, v1.1, v1.5 and v2.0 releases. The shipped tools
were based on a hybrid DHTML and C++, OLE and COM User Interface.
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| Research and Development Staff |
April 1994 - Sept 1994 |
| (Colossal) Pictures |
San Francisco, CA |
Developed a Renderman interface for the Alive performance animation system.
Developed tools for (C)P animators using softImage and Ark, and technical
consulted on the Squeezels networked VR game that was being developed. |
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Executed several projects, including: Gallery, a virtual reality Art Gallery for
the Reality Engine Computer, developed with a team of three other people;
Trainer, a multimedia computer-based training station for the United Airlines
maintenance base, developed with consultation from the United Airlines
technology groups; The Out Of Box Experience, a joint project between Silicon
Graphics and (Colossal) Pictures. Headed the programming team leading programmers
from both companies. This project shipped as part of every SGI Indy system; 3D
Annotator, developed a prototype of a product that allows users to attach audio,
video clips, images and text to 3D objects. This was later developed into the
IRIS Annotator. |
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| Programmer |
May 1991 - May 1992 |
| IBM Information Technology Center |
Pittsburgh, PA |
Worked on an editing system for the TACTUS multimedia toolkit. Acknowledged in
Tactus: toolkit-level support for synchronized interactive multimedia
(Dannenberg, Nuendorffer, Newcomer, Rubine, Anderson), Multimedia Systems,
Springer-Verlag, 1993 |
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| Programmer |
Jan. 1990 - Oct. 1990 |
| Center For Integrated Manufacturing Decision Systems |
Pittsburgh, PA |
Developed a graphical interface and command-language interpreter in Common Lisp
for the CDART military scheduler project |
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Parallelism, the Cloud, and the Tools of the Future for the next generation of practitioners Panel, SC11 Conference, November 2011, Seattle, WA
Parallel Education Status Check – Which Programming Approaches Make the Cut for Parallelism in Undergraduate Education? Panel, Intel Developer Forum Conference, September 2011, San Francisco, CA - this was rated the second best session of the conference by attendees
Pixel Bender, AMD Fusion Developer Summit, June 2011, Bellevue, WA
Battle of the Cloud Sync Solutions Panel (Chair), Adobe Technology Summit, May 2011, San Jose, CA
Intermediate Pixel Bender: Pixels and Beyond, MAX Conference, October 2010, Los Angeles, CA
GPGPU in Commercial Software: Lessons From Three Cycles of the Adobe Creative Suite, NVidia Graphics Technology Conference, September 2010, San Jose, CA
Parallelism and Education: Navigating Through a Sea of Cores Panel, Intel Developer Forum Conference, September 2010, San Francisco, CA
Preparing the World for Ubiquitous Parallelism Panel, SC (Supercomputing) Conference, November 2009, Portland, OR
Flash Platform Gaming Showcase Panel, MAX Conference, October 2009, Los Angeles, CA
Creating Effects with Pixel Bender, MAX Conference, December 2008, Milan, Italy
Creating Effects with Pixel Bender, MAX Conference, November 2008, San Francisco, CA
"What Role is Technology Playing in New Business Opportunities? (P.S. It’s already happening...)" Panel, Photographic Archive Council of America Conference, October 2008, New York, NY
The (near) Future of Personal Computers, Adobe Technology Summit, February 2008, San Jose, CA
Image and Video Processing Using Adobe Image Foundation's Toolkit For Flash, MAX Conference, October 2007, Chicago, IL.
Blogging Technologies History, Adobe Technology Summit, February 2006, San Jose, CA. |
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| Operating Systems: |
Windows, Macintosh OSX, Unix / Linux, iOS, WindowsCE |
| Programming Languages: |
C++, C, C#, Actionscript, Java, JavaScript, PHP, VBScript |
| Development Libraries: |
OpenCL, CUDA, Win32, .NET Frameworks, OpenGL, DirectX, wxWidgets, mySQL, COM, OLE, ActiveX |
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