This is my full bio and resumé.
First, the hard, objective, data.
Personal data:
Finished studies:
Completed in June, 1995, all the curricular requirements (6 years) in
Telecommunications Engineering
at the
Universidad Politécnica de Madrid.
Current employment:
Graphics Engineer in the Xbox One
platform graphics team at Microsoft Corp
Since April 2011.
Previous employment:
- In my employment at Microsoft Corp I worked in other teams:
- Senior Engineer in the Microsoft Game Studios
incubation team from February 2010 to April 2011.
- Graphics Engineer in the Xbox 360
SDK team at Microsoft Corp
from May 2007 to January 2010.
- Graphics Engineer in the Xbox 360
platform team from October 2005 to April 2007.
- Programmer working on the graphics driver architecture of
Windows Vista
from July 2005 to September 2005.
- Graphics Engineer in the Xbox 360
development team from May 2005 to June 2005.
- 3D and game technology expert at StudioRX, part of the publishing organization at the
Microsoft Game Studios
from September 2002 to April 2005.
- Senior Programmer of Technology at Ronin Entertainment in Novato, California
from February, 1997 to August 2002.
- September, 1995 to September, 1996: Senior Videogame Programmer at Scavenger,
at its offices in Ĺrhus, Denmark. This company is no longet in business.
- September, 1993 to July, 1995: Programming engineer at the
IIC in Madrid, Spain.
- July, 1990 to March, 1992: Communications Software Programmer at
Anyware Seguridad Informática in Madrid, Spain. This company was bought by
McAfee in 1998.
Main achievements/credits:
- Member of the select team of programmers that designed and implemented the multi-VM graphics stack of the Xbox One game console.
- Graphics and performance engineering improvements performed in the Xbox 360 games "Fusion: Genesis" and "Halo 4", as part of cross-team collaborations.
- Lead/senior programmer on the "Crackdown 2" tie-in games "Chuck's Ducks 2" (on Facebook) and "Crackdown 2: Project Sunburst" (Windows Phone 7).
- Member of the select team of programmers that jumpstarted the Windows Phone 7 Series
runtime graphics stack.
- Leading programmer in various multithreading improvements of the D3D graphics rendering library for
Xbox 360.
- Leading GPU expert in the development of the Xbox 360
H.264
high-definition video decoder, released in 2006 by Microsoft Corp
as part of the Xbox 360 HD-DVD peripheral.
- Graphics engineer in the development of the
backwards compatibility
emulator of the Xbox 360
game console, released in 2005 by Microsoft Corp.
Lead in this position between Winter 2006 and Winter 2007.
- Graphics and performance engineer in the game Forza Motorsport
for Xbox, published in 2005 by
Microsoft Game Studios.
- Graphics and performance engineer in the game Fable
for Xbox, published in 2004 by
Microsoft Game Studios.
- Graphics and performance engineer in the game Counterstrike
for Xbox, published in 2003 by
Microsoft Game Studios.
- Performance and support engineer in the games Tao Feng
and Voodoo Vince
for Xbox, both published in 2003 by
Microsoft Game Studios.
- Additional uncredited support roles in the games Rise of Nations
for PC/Windows and Grabbed by the Ghoulies
for Xbox, published in 2003 by
Microsoft Game Studios.
- Senior 3D Animation Engineer of the game
Bruce Lee: Quest of the Dragon
for Xbox, published in 2002 by
Vivendi Universal.
- Senior Programmer and co-designer of the RIDE game development system,
which was used to develop the games
Force Commander,
Legend of the Blade Masters and
Bruce Lee: Quest of the Dragon.
- Senior 3D Programmer for the Windows game
Legend of the Blade Masters,
developed by Ronin Entertainment and which was finished but never published.
- Senior 3D Programmer for the Windows game
Force Commander,
developed by
Ronin Entertainment and
Lucasarts
and published in March, 2000 by
Lucasarts.
- Senior 3D Programmer for the Windows game
Armor Command,
developed by
Ronin Entertainment
and published in February, 1998 by
Ripcord Games.
- Freelance Sound Engine and Additional Programming for the PC-CDROM game
Speed Haste,
developed by Javier Arévalo and Noriaworks Entertainment
and published in January, 1996 by
Friendware (Spain),
Electronic Arts (Europe),
Panda Software (Asia) and
WizardWorks
(USA, in 1997, under the name of
Circuit Racer).
- Programming for the IIC Multius multimedia authoring tool developed by
IIC and used for internal development.
- Multimedia Engineering and Programming for the AULA CD multimedia product developed by
IIC
and published in 1995 by Multimedia de Ediciones S.A. (Spain).
- Designer and Programmer of the applications Anycom and Anycom-server, an automatic
software-updating package over modem for Anyware Seguridad Informática,
published in 1991 as part of the Anyware Antivirus product.
- Co-Designer and co-Programmer of the custom copy protection and copy tracking system used in the
Anyware Antivirus product.
- Programmer and co-lead of the Spanish demogroup Iguana,
active since 1993, and winner of the 3rd prize
at the Assembly 94 international PC-demo competition.
- Designer and Programmer of the DOS music replay program
VangeliSTracker,
freely available since 1992 with
full source code.
- Co-programmer and co-lead for the ZX-Spectrum, Amstrad CPC and MSX computer game
Bronx,
published in 1989 by Animagic (Spain).
- Co-programmer and co-lead for the ZX-Spectrum, Amstrad CPC and MSX computer game
Stardust,
published in 1987 by Topo Soft (Spain).
Knowledge/expertise:
- Platforms: PC-DOS, PC-Win32, Xbox, Xbox 360, Xbox One, Windows Phone and some experience with Linux.
- Programming languages: Fully experienced at: C, C++, Pascal, MS-DOS/Windows shell, Assembler (Z80, 68000, PowerPC, x86, SSE and SSE2).
Knowledge in: C#, Haskell, ADA, Modula-2, Bourne shell, Assembler (6502, 6800, MMX, 3DNow!).
- Programming techniques:
- Fully experienced at:
- Communications: raw serial port programming, protocol design, Windows Sockets.
- Sound: generation, mixing and visualization engine design and development, Headspace API.
- 2D graphics: raw graphics implementations, DirectDraw API, sprites, image processing.
- 3D graphics: software engine design and development, 3D animation engine design and development,
scene graph design and implementation, Direct3D APIs, S3DTK API.
- Programming languages: interpreted script engine design and development.
- Techniques: copy protection, multimedia, parallelism/concurrence.
- Knowledge in:
- Communications: TCP/IP, ISO protocols and standards, DirectPlay API.
- Sound: Miles Sound System API, DirectSound API.
- 3D graphics: OpenGL API, Glide API, RRedLine API, MSI API, PowerSGL API.
- Programming languages: language design and development.
- Electronics and circuit analysis and design: Basic all-around engineering-degree knowledge.
- Communications systems: Basic all-around engineering-degree and common-usage knowledge, partly detailed on Spanish standards.
Languages:
- Spanish. Natural language.
- English. Near-perfect oral and written proficiency.
- Danish. Limited (vanishing) oral and written proficiency (6 months, 15 hours per week intensive course, and one year residence in Denmark, working for an English-speaking company).