From 2001 to the end of 2012 I worked for the 'Sim' game studio, Maxis, a subsidiary of
Electronic Arts, located in the Bay Area. (Initially at Walnut Creek, then Redwood Shores, and then Emeryville, and then remotely from London for a few years.) I'm currently working on a still-cloaked mobile project.
The major games I've worked on are:
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, well, a bit of everything really. 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 working in the area of global illumination. In particular, most of my research work was on 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 face clustering algorithms. My PhD advisor was Paul Heckbert.
Some publications and other output:
PersonalAuckland Grammar School. BSc. in Physics, MSc. in Computer Science, University of Auckland. PhD., Carnegie Mellon University's School of Computer Science in Pittsburgh, advised by Paul Heckbert.
On twitter at http://www.twitter.com/andrewwillmott.