Andrew Aye

Mobile: (949) 266-4467
E-mail: andrew.aye@gmail.com
Web: http://www.andrewaye.com

Professional Experience
Amazon [Seattle, WA]

Principal Software Engineer [2017(Nov)-]

Microsoft [Redmond, WA]

Principal Software Engineer [2015(Sept)-2017(Oct)] Xbox Global Publishing
Shipped Games:

Quantum Break (XB3,PC), Ori and the Blind Forest: DE (XB3,PC), Recore (XB3,PC)

Development Games:

Crackdown 3 (XB3,PC), State of Decay 2 (XB3,PC), Super Lucky’s Tale (XB3,PC)

Shipped: Quantum Break (XB3,PC), Ori and the Blind Forest: DE (XB3,PC), Recore (XB3,PC)

Development: Crackdown 3 (XB3,PC), State of Decay 2 (XB3,PC), Super Lucky’s Tale (XB3,PC)

  • Scorpio: Participate in the working and planning group for development experience
  • UE4: Lead a small team to augment vanilla UE4 to hit performance goals for 4K HDR
  • UE4: Provide guidance and set goals for 3+ Scorpio titles working with 5+ studios around the globe
  • UE4: Performance improvements to in development games (over 20ms on the GPU)
  • Ori: Plan, schedule, and Lead team to achieve performance targets (60FPS)
  • Ori: Performance evaluation and improvements to Unity 5.3
  • Quantum Break: Input control experiments and improvements
Development Manager [2014(Sept)-2015(Aug)]
Xbox Microsoft Studios
Shipped Games:

Age of Empires: Castle Siege
(iPhone, Windows Phone, Windows Desktop)

Shipped Games: Age of Empires: Castle Siege (iPhone, Windows Phone, Windows Desktop)

  • Engineering oversight and scheduling of Age of Empires: Castle Siege on Windows and iOS
  • Manage transition of studio plan from established IP to new IP due to company re-organization
  • Support team through studio closure and aid in transitions to new positions
Infinity Ward [Encino, CA]

Project Technical Director / Project Manager [2011(Jan)-2014(Apr)]
Shipped Games:

Call of Duty: Ghosts (XB2,PS3,PS4,XB3,PC)

Shipped Games: Call of Duty: Ghosts (XB2,PS3,PS4,XB3,PC)

  • Manage a team of 70+ programmers to support game and engine development
  • Directed / Architect the next generation engine for CoD on PS4 / Xbox One / PC DX11
  • Oversaw pioneering work on real time sub-division surfaces and displacement in game pipeline
  • Responsible for managing project / engineering risk, schedule and feature list
  • Collaborate with art leads to establish new process and pipeline for asset creation
  • Work with production to establish project goals, schedules and milestones
  • Project lead for game finalization and shipping
Lead Engineer / Project Manager [2011(Jan)-2014(Apr)]
Shipped Games:

Call of Duty: Modern Warfare 3 (XB2,PS3,PC)

Shipped Games: Call of Duty: Modern Warfare 3 (XB2,PS3,PC)

  • Organized and managed code teams across multiple development studios during critical final stages of MW3 development
  • Scheduled and managed IW code team to finalize PC SKU and day one console patches
  • Worked closely with IW production and executive Activision management teams to organize submission process for simultaneous worldwide launch
  • Reduced audio processing by 3.5 ms (out of a 16ms frame)
  • Refactored the effects system, moved it to SPUs and optimized the system for concurrency
  • Optimized the general per frame updating of entities to save 2.5ms on average
Microsoft (MGS) [Redmond, WA]

Development Engineer [2010(Feb)-2011(Jan)]
Shipped Games:

Kinect Adventures (XB2)

Shipped Games: Kinect Adventures (XB2)

  • Implemented CPU, GPU, and memory optimizations, in collaboration with a small content team, to achieve our target goal of 30 FPS (from 22 FPS)
  • Work on issues in the Kinect platform code, collaborating with the platform team to fix issues
  • Primary person responsible for isolating and fixing crash bugs during finalization
Obsidian Entertainment [Irvine, CA]

Lead Technical Engineer [2006(Mar)-2009(Nov)]
Shipped Games:

Neverwinter Night 2 (PC)

Alpha Protocol (PS3,XB2)

Dungeon Siege 3 (XB2,PS3)

Shipped: Alpha Protocol (XB2,PS3), Dungeon Siege 3 (XB2,PS3)

  • Architect and implementation lead for company’s new AAA engine code base
  • Manage and mentor a team of five people working in CTG
  • Implemented the following major systems:
  • Cross-platform rendering system and render resource manager
  • Synchronization model between the main and render thread
  • Asynchronous loading system for all level assets
  • Basic scene graph for frustum culling, per-object light lists and shadows
  • Cross-platform engine job system for cpu load balancing of work units
  • Base actor class. They served to keep the system entities synchronized (animation, rendering, physics, pathing and game) and to serve as a base for the update cycle (especially movement) with a concentration on concurrent processing
  • Havok integration. Abstracted the interface to Havok so it was not a future engine requirement
  • Visual effect system that allows for significant flexibility for the artist
  • SPU programs for skinning, memcpy replacement, shadow map filtering and debug text
  • Ongoing refactoring and improvements to the engine, and particularly the render system, to maintain target code quality level and performance
  • Scheduling and planning of CTG’s feature implementation list
  • Liaison with Art and Design to confirm that we met requirements and features were delivered on time and according to specification
Senior Programmer
Shipped Games:

Neverwinter Night 2 (PC)

Shipped: Neverwinter Night 2 (PC)

  • Analyzed and optimized the engine to improve performance for a range of PC hardware
  • Refactored parts of the rendering engine and shader code responsible for producing ill behavior, either in visual appearance or in execution time. (Render time went from 2FPS to 24-30FPS)
  • Wrote a series of routines for constructing arbitrary walk surfaces based on a collection of objects (placeables) that had user defined walkable surfaces. Created a routine to validate face to face pathability that was used by the pathing system
  • Troubleshooting and firefighting for the shipping product
Terminal Reality [Dallas, TX]

Simulation Engineer [2003(Oct)-2006(Feb)]
Shipped Games:

Bloodrayne 2 (PC,XBOX,PS2)

Aeon Flux (XBOX,PS2)

Spy Hunter 3 (XBOX,PS2)

Shipped Games: Bloodrayne 2 (PC,XBOX,PS2), Aeon Flux (XBOX,PS2), Spy Hunter 3 (XBOX,PS2)

  • Integrated O.D.E. (open source physics solver) into the engine code base.
  • Created primitive vs triangle-mesh routines to calculate the penetration depth and normal of intersection, providing for interactions with arbitrary environments.
  • Created continuous collision detection (swept volume) for interactions involving high-speed and/or small geometries.
  • Corrected/Improved a majority of the existing primitive-primitive penetration functions.
  • Implemented a new collision primitive (flat-capped cylinder) using a true mathematically defined cylinder. The common practice is to model a cylinder as an extruded octagon (or other n-gon).
  • Refined the mathematical parameterization of constraints.
  • Modified the methods used to solve the physical simulation ( the calculation of the forces generated by a given set of dynamics and constraints ).
  • Implemented limitations on the system to prevent mathematical divergence in the solution system.
  • Created a debugging visualization system.
  • Refined collision calls for performance on console systems (specifically the PS2).
  • Rigorously tested the collision system for stability and performance. Specific care was taken with floating point limitations (extreme value cases ).
  • Tweaked capsule collisions to provide the predictable, stable results for soft body simulation.

Sunstorm Interactive [Indianapolis, IN]

Lead Programmer [2001(Apr)-2002(Sept)]
Shipped Games:

Airport Tycoon 2 (PC)

Bridge Builder (PC)

Mahjong (PC)

Super Ball (PC)

Shipped Games: Airport Tycoon 2 (PC), Bridge Builder (PC), Mahjong (PC), Super Ball (PC)

  • Managed a programming team of five people and communication with the out-sourced art team.
  • Created a data driven text-based open simulation system to allow for ease of customization and expandability.
  • Refined existing graphic engine for increased performance to allow for greater visual capabilities.
  • Created a specifically crafted physics simulation for Bridge Builder ( truss structure simulation ).
  • Created an API layer for the internal engine.

The Microsoft Network (MSN) [Internet]

Forum Manager [1994-1997]

  • Created an online community for people interested in role playing games for MSN.
  • Managed a community team of fifteen people.
  • Responsible for multiple message boards, online chat-based games and event organization.
  • Official representative for the Illuminati: New World Order CRPG from Steve Jackson games.


Computer Science, Honours

B. Math (1993-2000)

University of Waterloo (Waterloo, ON)

Mechanical Engineering, Honours


University of Waterloo (Waterloo, ON)

Film, Fine Arts Honours


University of Waterloo (Waterloo, ON)

1993 - 2000 B.Math Computer Science, Honours University of Waterloo (Waterloo, ON)
1993 - 2000 B.A.Sc. Mechanical Engineering, Honours University of Waterloo (Waterloo, ON)
1993 - B.A. Film, Fine Arts Honours University of Waterloo (Waterloo, ON)

Co-Op Experience
Game Designer [1995-1997] Steve Jackson [Internet]
  • Helped with the development and testing of the Illuminati: New World Order expansion, INWO: Subgenius.
Programmer [1996(May-Aug)] Canadian Space Agency [Montreal, QC]
  • Implemented an interactive simulation environment for testing a haptic device to be used as a controller for the Canadian Arm.
Programmer [1995(Sep-Dec)] Cognos [Ottawa, ON]
  • Ported code base to UNIX Platforms (HPUX, DGUX, AIX, Solaris, SunOS)
Network IT [1995(Jan-Apr)] Royal Canadian Mounted Police [Ottawa, ON]
  • Engineered the RCMP PC Network for the Canadian Capital Region (Users: ~5000)
Programmer [1994(May-Aug)] Royal Canadian Mounted Police [Ottawa, ON]
  • Developed an in-house program for reducing police oriented paperwork
Research Assistant [1990 (June-Aug)] Atomic Energy Canada [Chalk River, ON]
  • Assisted in the development of an aqueous gamma radiation probe