Andrew Willmott

Work

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:

  SimCity (2013)

Lead Architect

Website

Wikipedia


  Spore

Lead project and lead graphics engineer

WebsiteSporepedia -- 160 million+ player-created models here.

Wikipedia



The Sims 2

Graphics engineer

Website

Wikipedia


  SimCity 4

Graphics engineer

Website

Wikipedia

My easter egg -- snow at Christmas.



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.


R & D

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:

  • Technical sketches at SIGGRAPH 2007. Procedural Texturing! Planets! Distribution! Rigblocks!

See also my papers and talks pages.


Personal

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.

Education: Auckland 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.