Curriculum Vitae
Arthur J. Yarwood
Personal Details
| Address: East London Email: arthur (at) fubaby (dot) com |
Marital Status: Married Driving Licence: Full, Clean UK Licence |
Education
| The Open University | ||
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| Diploma in Mathematics | Grade 2 pass | Oct 2007 |
| Xpertise, London | ||
| Microsoft Certified Implementing Replication Using MS SQL Server 2000 | Not assessed | Apr 2005 |
| Microsoft Certified Programming MS SQL Server 2000 | Not assessed | May 2003 |
| Bournemouth University | ||
| BA/(Hons) Computer Visualisation & Animation | 1st Class | June 2001 |
| Shrewsbury College of Arts & Technology | ||
| BTEC Diploma in Foundation Studies Art & Design | Pass | June 1998 |
| Shrewsbury Sixth Form College | ||
| Five A-Level’s: Design & Technology (A), Mathematics (A), Physics (A), Chemistry (B), General Studies (B) | June 1997 | |
| Mary Webb Secondary School, Pontesbury | ||
| Ten GCSE’s: 4 x Grade A*, 1 x Grade A, 3 x Grade B, 1 x Grade C and 1 x Grade D. | June 1995 | |
Technical Skill Set
Mathematics, C/C++, C# .NET, Managed C++, STL, Boost, MFC, OpenGL, Perl/CGI, PHP/Pear, MySQL, MS SQL Server, Database Replication, Reporting Services, Maya API & MEL, XML, XML Schema, XPath, XSLT, HTML, CSS, dHTML, Javascript, Java, Linux admin (Redhat/Fedora), sh/bash, WiX, Photoshop.
Employment
| Sony Computer Entertainment Europe – SingStar Team | |
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| Senior Tools Programmer | October 2004 – Present |
SingStar is a social singing game for the Playstation 2 and 3. It has a hectic release schedule and is massively localised, totalling 116 discs in 4 years, covering ’80s pop to Bollywood! The PS3 version also introduced an online store containing songs for download. My role was to design, develop and rollout a whole toolchain to aid the content creation, manage/version control it and then export/prepare assets ready for disc or online store.
Throughout my time on the team I have used a broad set of technologies, focusing on a ‘best tool for the job’ approach, even if it meant learning it on the job.
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| Sony Computer Entertainment Europe – Getaway Team | |
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| Tools Programmer | July 2001 – October 2004 |
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The Getaway is a brutal, cinematic game, set within the seedy underground of the London gangster scene. It is renowned for having an accurate model of London running on a Playstation 2. I was one of the tools programmers on the first Getaway and the sequel Black Monday. The majority of game content was created in Alias Maya, for which a large set of tools were developed, including custom nodes, plugins and MEL scripts. On joining the team the Maya API and scripting language were new to me, but after 3 years I had them mastered. Due to the immense size of the data set (nearly all of Tube Zone 1 of London!), a custom asset management system was developed for Maya, centred around an SQL database, letting artists work on small chunks of the map. On the sequel Black Monday, my work was focused on the character animation toolchain. The game had approximately 5000 individual character animations for all the player and NPC (Non Player Character) moves. Many were layers for superimposing on top of other animations. I implemented a unique system for storing these within an SQL database, where animation data was saved to/from Maya and the database with custom plugins and scripts. This abstraction I designed let other tools programmers write similar plugins for other packages like MotionBuilder. Further down the tool chain, a distributed process would compress all the animations and export various lookup tables for the game to reference the correct animation and its layers for the required move. My other work on the project involved countless scripts and tools that batch processed the entire map to correct bugs (e.g. non planar portals), swap object references (to help rendering load) etc. |
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