Currently I'm working at Jellygrade, an indie game studio I started with Ocean Quigley and Dan Moskowitz.
From 2001 through 2013 I worked for the 'Sim' game studio, Maxis, a subsidiary of
Electronic Arts, located in the San Francisco Bay Area. (Initially at Walnut Creek, then Redwood Shores, and then Emeryville, and then remotely from London for a few years.)
The major Maxis games I worked on were:
On the graphics side I've dealt with visual effects, lighting, shadows, material systems, LOD, mesh animation, terrain, and procedural generation systems. On the systems side, a little bit of everything. Technology I've worked on has shipped as part of several other games, e.g., My Sims, Sims 3, Darkspore.
Before joining Maxis I was doing research work in the area of global illumination, in particular hierarchical methods for ray-tracing and radiosity. At CMU I worked on a comparison of radiosity algorithms, various ray-tracing projects, wavelets for triangular elements, and hierarchical radiosity using multiresolution models, which led to the development of the face clustering algorithm. My PhD advisor was Paul Heckbert.
Since then a lot of my work has involved R & D in the area of real-time rendering. Some recent publications and other output:
I'm originally from Auckland, New Zealand. I'm married to Alma Whitten. I've lived a variety of places, including Jakarta, Indonesia and Pittsburgh, U.S.A, which were quite different, but these days I'm a UK native living in London.Education: Auckland Grammar School. BSc. in Physics, MSc. in Computer Science, University of Auckland. PhD., Carnegie Mellon University's School of Computer Science, advised by Paul Heckbert.
On twitter at http://www.twitter.com/andrewwillmott.