ABSTRACT

Trevor Adams is a Quality Assurance Team Lead of Media & Entertainment products at Autodesk in Montre´al, Canada. He has been working in the quality assurance field since 2005, having started his career testing console videogames and ending up leading a team of QA specialists who test interoperability and user workflows between Autodesk Media & Entertainment applications, such as Maya, 3ds Max, Softimage, MotionBuilder, Mudbox, and Smoke. Trevor has also held a number of positions in independent film productions, such as visual effects supervisor and lead animator. In his part time, he’s currently working slowly on a video game of his own which may eventually see the light of day :) (awkwardanimations@gmail.com)

Re´mi Arnaud is the Chief Software Architect at Screampoint. Re´mi’s involvement with real-time graphics started in the R&D department of Thomson Training & Simulation (now Thales) designing and then leading the Space Magic real-time visual system for training simulators.He then relocated to California to join Silicon Graphics’s IRIS Performer team, working on advanced features such as calligraphic light points for training pilots. Later he cofounded Intrinsic Graphics where he codesigned the Alchemy engine, a middleware targeting cross-platform game development for PS2, Xbox, GameCube, and PC. Alchemy is still in use today as the core technology in games and 3D applications such as Google Earth. He was brought on as Graphics Architect at Sony Computer Entertainment US R&D, working on the PLAYSTATION3 SDK graphics API and joined the Khronos Group to create the COLLADA asset exchange standard, which is currently adopted by most 3D tools and applications such as 3dsMax, Maya, Photoshop, Sketchup, Unity, Flash, and Mac OSX. More recently, Remi was at Intel where he created and lead the Larrabee Game Engine Technology team.(remi@acm.org)

Marwan Y. Ansari is a software engineer for a Chicago-based games company. He has a B.S. in Computer Science and Math from DePaul University and an M.S. from the University of Illinois at Chicago. He has over 15 years of experience ranging from console games development, OpenGL drivers and demos, military simulators, and application and tools development and has worked for Number Nine Visual Technologies, ATI, and Midway Games just to name a few. He specializes in 3D computer graphics and has been published in ShaderX2 and Game Programming Gems 4. (marwan@gamedevelopmenttools.com)

Jeffrey Aydelotte is a programmer at Bigpoint, where he works on streaming techniques and 3D graphics for browser games. Most recently he’s been working on developing the content pipeline and asset streaming system for Bigpoint’s Ruined. He got his start working on browser games as part of the demo team at Unity Technologies. (jeff.aydelotte@gmail.com)

Matthew Baranowski is an independent mobile game developer at www.StudioMFB.com. Previously he worked at Day 1 Studios in Chicago where he had a chance to implement a CSG editor to augment the production workflow for F.E.A.R 3. Before that he worked at Midway Games as a graphics and engine programmer on John Woo Presents: Stranglehold and the cult classic Psi-Ops: The Mindgate Conspiracy. His big break into the game industry came after releasing several popular modding tools for the Quake 3 engine with Sander van Rossen. (mfbaranow@gmail.com)

Craig Barr is a technical marketing specialist in the Media and Entertainment Division of Autodesk. In this role, he focuses on the creation of demo content to showcase the latest features for Mudbox and Maya. Prior to joining Alias/Autodesk in 2005, Craig worked in production for feature films, games and commercials. He also runs the Mudbox blog on The Area (https://the-area.com/blogs/craig) (craig.barr@autodesk.com)

Samuel Boivin is a research scientist at INRIA currently on a leave of absence. He is the head of Research and Development at SolidAnim, a company specializing in visual effects for movies and video games. He obtained a Ph.D. in computer graphics in 2001 from Ecole Polytechnique in Palaiseau (France). He has published several papers about computer graphics in many conferences including SIGGRAPH. His research interests include photorealistic real-time rendering, real-time augmented reality, fluid dynamics, and inverse techniques for acquiring material properties (photometric, mechanical) from videos. (sam@solidanim.com)

Gustavo Carazoni is a software engineer and game developer with over ten years of experience. He has worked as tools lead programmer and lead programmer at Pyro Studios, where he shipped the titles Commandos Strike Force and Planet 51-The Game. He is currently working on a new game at Virtual Toys in Madrid. (guscarrazoni@gmail.com)

Mark Davies is a technical product manager with Autodesk in Toronto, Canada. Mark has been in software development for around 20 years. Initially working in computer aided design (CAD) in the United Kingdom, Mark joined Autodesk and has worked on Power Animator, Alias, and Maya as a developer. Mark is usually found looking at or developing API’s. Previous to all of this Mark was part of the first bedroom programmer community making games for the Sinclair ZX81 and Spectrum. (mdavies860@gmail.com)

Dave Eberly is the Chief Technology Officer of Geometric Tools, LLC. His introduction to the game industry was as the Director of Engineering for Numerical Design Ltd., developing NetImmerse/Gamebryo. Most recently, he was part of the production of Baja: Edge of Control (2XL Games, THQ). He has M.S. and Ph.D. degrees in mathematics from the University of Colorado at Boulder and M.S. and Ph.D. degrees in computer science from the University of North Carolina at Chapel Hill. Dave is the author of 3D Game Engine Design, 3D Game Engine Architecture, Game Physics, and (with Philip Schneider) Geometric Tools for Computer Graphics. (deberly@geometrictools.com)

Amir Ebrahimi is a senior software engineering consultant working primarily on Unity-based projects. He has been working professionally in game development since 2003 after receiving his B.S. in computer science from Georgia Tech. Amir has worked on multiple AAA titles and for a variety of companies including Unity, Flagship Studios, Activision, and Naughty Dog. (gdt@aebrahimi.com)

Simon Franco started programming on the Commodore Amiga by writing a Pong clone in AMOS and has been coding ever since. He joined the games industry in 2000, after completing a degree in computer science. He started at The Creative Assembly in 2004, where he has been to this day. When he’s not keeping his baby daughter entertained, he’ll be playing the latest game or writing assembly code for the ZX spectrum. (simon franco@hotmail.com)

Matt Greene is a technical artist at Volition, Inc. and has worked on several recent titles including Red Faction: Guerrilla and Red Faction: Armageddon. He has most recently been involved in building complete asset development pipelines, exporters, and numerous custom art tools. He is a graduate from the computer animation program at Full Sail in Florida. (MGreeneTD@gmail.com)

Frank E. Hernandez is a member of the special interest group on game development (SIG-Games) at Florida International University (FIU) wherehe gives workshops on different aspects of game development. He received an M.S. in computer science at FIU in 2008. Frank is currently a Ph.D. student in computer science at FIU where he is specializing in the developmentof domain-specific languages for multitier application. (Hernandez.f@rouninlabs.com)

Jaewon Jung has been a game developer since 1999. After he spent almost a decade dealing with several gamedev projects in South Korea, he’s now at Crytek in Germany to meet new people, new challenges, and enrich his experience. He’s happy to be a journeyman constantly improving his skills, learning new things and speaking new languages. (jaewon@crytek.com)

Jeff Kiel is the manager of graphics tools at NVIDIA. His responsibilities include development and oversight of the graphics side for performance and debugging

tools used by developers, including Parallel Nsight, PerfHUD, etc. Before coming to NVIDIA, Jeff worked on PC and console games at Interactive Magic and Sinister Games/Ubisoft. Jeff has given presentations at many GDC and SIGGRAPH conferences and contributed articles to graphics-related publications. His passion for the art started in the G-Lab at the University of North Carolina at Chapel Hill where he received his B.Ss in mathematical sciences. (JKiel@nvidia.com)

Alan Kimball is a principal software engineer at Vicarious Visions in Albany, New York and has been programming games professionally since 2002. He has been a graphics, network, and gameplay programmer on a variety of different platforms. In 2005 he started the tools group at Vicarious Visions and has been lead tools programmer on several titles, including Spider-Man 3 (DS/GameCube/Wii) and Marvel Ultimate Alliance: 2. (akimball@vvisions.com)

Kumar Iyer is a Product Manager of Developer Tools at NVIDIA, where he works on the most advanced GPU development tools in the world. Prior to his work at NVIDIA, Kumar worked on PC and console games at Electronic Arts, and in virtual reality research at the USC Institute for Creative Technologies. Kumar holds a BS in Computer Science from UCLA, and a MBA from the UCLA Anderson School of Management.