R. B. Breighton Dawe
Intelligent Solutions to Uncommon Problems
Skills & Expertise
- Architect for network, system, and client-server design of internet based multi-user platforms.
- Management of software/hardware development teams (agile/lean process).
- Technical lead for virtual or real GIS (geographical based) simulations and modeling.
- Research fellow for solar simulations including: insolation modeling, atmospheric modeling, and shading.
- User Interface designer for web apps, development tools, mobile apps, websites, arcade games, PC games, and interactive multi-player on-line environments.
- Technical writer for project designs, specifications, manuals, and documentation
- Web site and back-end server design, layout, and launch using Ruby/Rails, Flash/PHP, or in raw HTML.
- Producer and project lead for iPhone and other mobile applications, software products, innovative or unique game titles, and system-level tasks.
- Programming skills include: C++, C, C#, Objective-C, Ruby/Rails, Flash, PHP, Python, SQL, Java, assembly (Z80, 6502, 80x86, and 680x0), and custom microcode.
- Over 30 years of experience in high level technical systems, platforms, and work environments, including communications, internet, system architecture, design, documentation, and development tools.
- Technical experience with real-time graphics display systems, multi-threaded servers, and hardware interface needs.
Work History
Chief Technical Officer, Geostellar, Inc. (3/2009 - present)
- Helped design, produce, and code front-end web portal for searching addresses and presenting customized solar plans and packages (including financing, applicable incentives, solar availability, and equipment) for the specific rooftop.
- Created algorithms and simulations/modeling of Solar Insolation for utility, commercial, and residential systems using data derived from remote sensing data collected by low-flying aircraft LIDAR and ortho-imagery).
- Results of these simulations provide users with site specific results for insolation, shadows, power production, and slope. This data is then combined with other demographic information, financial models, and applicable incentives to create actionable intelligence for solar installers.
- Optimized solar algorithms and postgres database access in order to rapidly process entire states (for utility grade) and counties (for commercial/residential grade) for use as a searchable database of potential solar sites.
- Created on-demand algorithms for high-resolution analysis and modeling of specific locations (parcels, rooftops, and utility sites).
- Priniciple Investigator for DOE Sunshot grant to design, populate and introduce Solar Record API for any address in the US.
- Designed internal/external API for use by customers who wish to utilize the Geostellar simulations for their specific needs.
Independent Contractor, Rustic Labs (12/2001 – 1/2003, and 4/2008 - 3/2009)
- Designed, specified, and produced the MySneakers iPhone application, including backend database and server support, a Flash-based web administration console. The MySneakers app includes graphic and text downloads from the backend server to give users the ability to find, list, and view, the latest sneaker offerings from manufacturers, plus find, view, map, and contact stores, and others who have common interests in this field.
- Developed and created site www.paceprofile.com for taking psychological survey and graphically displaying results. Involved Flash programming, php back-end scripts, and SQL interface to database.
- Managed IT for City Bikes of D.C. Tasks included preparing multiple sites for migration to MS Active Directory, and maintaining servers, POS database, and order systems. Both hardware and software expertise required for MS Server 2003, 2008, and Linux based systems.
- Designed prototype device and submitted patent (currently pending) for a new internet based interactive remote controlled toy system.
- Documented platform and internal architecture of the secure remote desktop and collaborative toolset for Plethora, Inc. Assisted Plethora in migrating their product to run across multiple Windows platforms.
- Developed and created sites www.stonecirclealternatives.com and www.dawehouse.com, including back-end store and administration (PHP, Flash, SQL, video production work).
Chief Technical Officer, Datacaster, Inc. (9/2007 – 4/2008)
Oversaw migration of a GeoData and GeoFeature location data product from an academic exercise into a commercial product. The Datacaster product, built on a C#/.Net base, allowed layering of WMS (Web Map Service) raster layers (such as Yahoo and MSN maps) with vectored WFS (Web Feature Service) data. Data sources could be public or proprietary. The product also accessed the 3D altitude database from the Jet Propulsion Lab and could project the raster and vector data into a 3D model similar to Google Earth.
Chief Technical Officer, Meta4, Inc. (5/2007 – 8/2007)
Brought patented procedural world building technology to a place where it was a demonstrable and viable software product. Tasks included:
Taking existing software used as a game demonstration and turning it into a demonstration of procedural world building software and tools.
Presenting and demonstrating software to venture capital firms and other sources of money in order to fund startup and take product to market.
Dealing with patent attorneys to clarify product capability and isolate unique technical features of the procedural terrain software.
Director of Engineering, Butterfly.net, Inc / Emergent Game Technology (1/2003 – 3/2005 as employee, 4/2005 – 4/2007 as contractor)
Note on company name: Butterfly was renamed to Emergent Game Technology after refunding and purchasing NDL. They closed their Martinsburg WV office and those employees who did not wish to relocate to Los Angeles in 2005 were offered contractor positions…
- Refactored multi-player server code from Butterfly Grid to Emergent Element. This included design work, coding, testing, and documentation. Responsible for components of entity organization, behavior scripting, and network messaging. Assisted in integrating and interfacing the new client/server code into demonstration game “Ibis” for GDC (Game Developers Conference)!
- Responsible for design, project lead, and server side implementation of the reference implementation game titled “Burners” to display capability of the Butterfly Grid MMORPG platform. Wrote the server-side Python scripts and game specific “daemon” code to implement all AI and non-player object behaviors within game. Managed software team to implement and extend game on the Butterfly Platform. Initial working release of Burners from design to working demo was accomplished in 6 weeks for viewing at the GDC
- Designed and implemented POST (Property and Object Specification Tool) for ease of developer input of game objects, properties, and locales (all database specific information required to run a game on the Butterfly Grid Platform). This tool allowed GUI functionality for input and error checking of all developer input (using the FLTK cross-platform environment). The tool output XML files for use in creating the game database and C++ files containing all the object and property definitions for use with client and daemon game specific code.
- Acted as developer liaison and advocate for the various game companies using the Butterfly Grid. Wrote and edited support documentation for the entire grid system. Answered technical implementation questions about how to utilize the platform efficiently, and worked to insure that the Butterfly Grid Platform and Software met all developer needs.
Chief Infrastructure Architect, explorati, Inc. (2/2001 – 11/2001)
Responsible for design and project planning for systems side of the explorati massive multiplayer system. The systems side is based on the Katerra zVerse and code base architecture (see below), as purchased from Katerra, Corp.
- Responsible for integrating the Katerra zVerse server architecture with the explorati Screenplay client architecture.
- Responsible for design specifications and project plans for the backend server complex and communications protocols between client and server.
- Responsible for performing R&D coding on technically challenging aspects of the project.
- Responsible for technical management of server programming team.
Chief Technical Officer, Katerra Corp. (2000 – 1/2001)
Responsible for laying down the foundation of the Katerra Corp. product – the zVerse massive multiplayer environment platform. This platform is designed to support 3rd party development of massive multiplayer role playing games or social environments through a set of easy to use APIs and designer tools. Planned benchmarks based on initial tests included: up to 5000 simultaneous users in the same space, up to 300,000 simultaneous users in the same world. Nearly unlimited flexibility and expandability of worlds, shopping, combat, social interaction, chatting (voice and text), and real-world event driven connections are all part of the zVerse platform.
- Responsible for overseeing design and architecture of the zVerse: a new 3D massive multiplayer on-line platform.
- Wrote initial design documents and project specifications for server, client, and tools API.
- Responsible for hiring project teams and initiating work on the various aspects of the zVerse on-line platform.
- Responsible for performing R&D coding on technically challenging aspects of the project, including the zThing intelligent object structure.
Vice President of Development, Miacomet, Inc. (1999 - 2000)
Worked to implement this start up companies hardware and software products. This included hiring and overseeing contractors and software personnel to work with device drivers, controller hardware, and software solutions for these sports oriented controllers.
- Direct manager of software product teams.
- Responsible for overseeing software development of new products. Helped bring the Real Feel Pool Cue to market with device drivers to support multiple existing games.
- Acted as project lead on Real Feel Fishin' and worked to bring product into beta testing phase.
- Wrote up project specifications, initial design documents, and assisted in forming business plan for a new 3D on-line experience that became the startup company Katerra Corp.
Chief Architect & Development Manager, AOL/Worldplay/The Imagination Network (1992 - 1994 as contractor, 1994 - 1998 as employee)
Chief architect and manager of the creative development team for the CyberPark project at AOL/Worldplay (see below under Atari Games Corp. for description). Re-created and initiated "CyberPark" (originally defined for Atari, but purchased from Atari and updated for Worldplay) using new host complex capabilities (previous INN games had 4 players maximum; CyberPark has 20,000+ player design). CyberPark is now operationally complete, has gone through initial Beta testing phases with over 100 real and 4000 test players. A subset of the CyberPark code base is used today by AOL for the Game Express offering.
- Design work included: initial creation, interface, host/server messaging, on-line virtual environment, large multi-player social activities, and host architecture design. All designs resulted in the writing of detailed specifications so that management review could proceed, then coding by either others or myself.
- Management duties included: project management, manager overseeing host and client programming teams, and marketing liaison.
- Implementation duties (programming) included: initial design and coding of multi-threaded backend server in C, then upgrading to C++ when the coding tools became available (SUNOS was initially lacking C++ support in their multi-threaded library). Code review, coding assistance, and debug assistance on all server and client-based code created by team members (over 500,000 lines).
- Implementation duties (non-programming) included: integration of artwork into final product using 3D design tools, documentation of interface and message structures, and member of debug response team.
- Wrote system specifications for host complex software that increased the capability of INN’s on-line system. Included were documents for a new serial protocol, host game server, system modularization, and background download capability. These documents became the documentation ‘standard’ for all future INN specifications.
- Member of coding standards committee, wrote coding specifications for client-side MFC C++ programmers. Assisted in writing of UNIX multi-threaded C++ standards.
- Wrote a test language command interpreter to test the new software being implemented.
Project Manager, Senior Staff Programmer, Atari Games Corp. (1982 - 1992)
- Developed comprehensive business plan, designed, and initiated "CyberPark," an on-line interactive amusement park environment where hundreds of players could interact with each other and the CyberPark environment. Wrote nearly all design specifications including initiation specification, 3D display engine specification, and serial protocol specification.
- Initiated and wrote design specification for first in-house game for the park, "Empire of the Dark Castle," a fantasy role playing game which permitted high-end players to create and develop their own areas of the universe which extended the areas available to all players to participate in.
- Project manager in charge of Codes/Rousseau driver education project. Acted as liaison between the French company "Codes/Rousseau" and Atari. Responsible for documenting and providing technical support for the "Hard Drivin" hardware / software environment used to develop the simulator. Developed stand-alone modules and support documentation for the "Universe CAD" system which could be shipped to France and used by Codes/Rousseau personnel to develop driver training scenarios for the "Hard Drivin" system.
- Project leader, game designer, and principal programmer for the game "ThunderJaws." This game project including testing and evaluating various control and "human interaction" problems associated with controlling a swimming character via the easiest to use method. This project also made first use of a "dual playfield" graphics display hardware.
- Project leader and principal programmer for "Cloak & Dagger". This game was the first game by Atari to use multiple processors. The game was used in the film of the same name. Consulted to Universal Studios as "video game expert" for purposes of the film plot. Played game sequences used in film.
- Project leader and programmer for the games "Paperboy" and "I Robot". Responsible for providing project support and evaluation / implementation of focus report and field test results. Took both projects through manufacturing cycle.
- Team manager for 1 year over a game design group. Responsibilities included initiating and managing on-going projects and game designs, providing support for hardware and software engineers involved in game design projects, and providing technical support for manufacturing and QA personnel for games that made it into production.
- Design and development of an audio music/sound processing system used in virtually all Atari Games products.
- Design and development of interfaces for various sound devices including the Yamaha FM synthesis chip, the OKI ADSP sound chip, the TI speech synthesis chip, and several custom Atari sound devices. Developed software, which could run all devices simultaneously and operate over a variety of hardware platforms. Software included a real-time "music language" interpreter capable of playing music and/or sound effects from a text music score.
- Assisted in code writing, graphics programming and design and development of drivers for Arcade and PC based games including: StarWars, Batman, Championship Sprint, Super Sprint, Escape From The Planet of Robot Monsters, Toobin, Accelerator, Rampart, and Indiana Jones & The Temple of Doom.
Senior Systems Analyst, D2S Associates (1975 - 1982)
- Responsible for hardware interfaces and software protocols between an Adage GS340 graphics processor and an Intel 86/12 system for the third generation Israeli Air Force ACMI.
- Programmed Heads Up Display (HUD) cockpit view simulation for inclusion in this system.
- Reprogrammed specialized graphics microcode to provide increased image drawing speed and more complex displays. Responsible for documentation of the Display and Debriefing Subsystem (DDS) Preliminary Design Definition Document, Program Test Plan, and all interface documents.
- Performed an analysis and software re-programming for Uniqey International's hotel check in and security system. Recommended minor hardware changes and a major software revision to solve data integrity and software runaway problems. Followed through by totally re-writing all Z80 assembler code for the various processors involved in the security system.
- Senior Systems Analyst for the SAAC Air Force Simulator. Responsible for final development, integration, and field testing of the entire graphics display system, and interface to the Sigma V computers. Developed specialized display software modules for missile simulations, automatic aircraft repositioning within selected displays, and aircraft explosion graphics.
- Project Analyst for second generation ACMR/I Display and Debriefing Subsystem. Responsible for field testing and modifications to this subsystem. Developed data structures and procedures to handle display of missile fires generated for 3D display in ACMR/I. Assisted in preparation of documentation for subsystem.
- Developed Space War for Adage GS300 process with ACMR/I console configuration.
- Developed the SID (Speech Input Dispatch) control input system for Z-80 based microprocessor systems.
Education: B.S. in Electrical Engineering; Stanford University
Professional Activities:
- Wrote and presented paper at the CGDC (Computer Game Developer’s Conference) on Making 3D Work for Social Environments.
- Wrote a paper on applying video game techniques to training naval personnel in courses on basic electronics. Presented paper to USN commanders and their consultants.
- Workshop presenter for topics involving metaphysics, vibrational medicine, earth wisdom, and holistic healing.
- Video producer (videographer, editor, layout, production) for weddings, plays, classes, workshops, and special events.
- Reiki master (in both Usui and Karuna systems), and metaphysics teacher
- Aspiring author (book “Conscious Creation” undergoing editing in preparation for submittal to publishers).
- Member IEEE
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