Currently 'twittering' (where do they get these names) at http://www.twitter.com/andrewwillmott. Development Since late 2000 I've been working for
Maxis, a subsidiary of
Electronic Arts, located in the Bay Area. (Initially at Walnut Creek, then Redwood Shores, and now Emeryville.) I'm currently working remotely for the Emeryville studio from London, having moved there late 2008. The primary three games I've worked on are: Website, Sporepedia -- get yer 100 million+ player-created models here. Technical sketches at SIGGRAPH 2007. See http://www.sporeapi.com for some Spore web coolness.
The Sims 2
My easter egg. (Not mentioned in wikipedia any more.) I was a graphics engineer on SC4 and TS2 (effects, lighting/shadows, general rendering, systems stuff) and the lead project engineer on Spore. Technology I've worked on has shipped as part of several other games, e.g Sims Wii. ResearchBefore joining Maxis I was an academic, largely working in the area of global illumination. In particular, most of my research work was been 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. Publications and other output:
See also my list of publications. These days I'm still very interested in illumination, surface modelling, and now dynamic systems, but my focus has moved to GPU-based systems, multi-core, and particularly the heterogeneous systems that appear likely to dominate in the future. Personal
I'm married to the wonderful Alma Whitten.
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