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Engineer Software

Location:
Orlando, FL
Posted:
January 30, 2013

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Resume for Dr. Michael J. Gourlay

Michael J. Gourlay

abqc4e@r.postjobfree.com

SKILLS

Programming: Physical modeling and analysis, animation, networking, multi-threading, 3D graphics, real-time rendering, AI,

Languages: C/C++. Some: HLSL, Cg, C#, Perl, Java, JavaScript, TCL/Tk, Mathematica, D3D, VRML, HTML, LATEX, SQL.

Software Development: MS Visual Studio, Perforce, SN Systems ProDG, DevTrack, VTune. Some: SourceSafe, CVS, lex/yacc,

Platforms: XBox & 360, PlayStation 2 & 3. Some: GameCube, MS Windows, Unix (inc. X Window System)

Graphics: Real-time interactive, visual effects, scientific analysis and visualization. Some: network visualization, morphing.

Scientific Research: networking, computational fluid dynamics, turbulence. Some: Radar, AMO physics.

Communication: writing articles and tutorials, teaching, publishing, world wide web, documenting software, some video

EXPERIENCE

Electronic Arts EA Sports, Tiburon Studio, Orlando, Florida 2002-2012

Senior Software Engineer 2005-2012Infinity Engine character physics engineer for Core Football Gameplay group for Madden & NCAA.Software architect for Football Sports Business Unit.Senior lead software engineer for Madden NFL 2012 (Career), 2011(General), 2006 (Graphics), developed for XBox 360 & PS3.Architected data-driven, designer-friendly system for authoring career modes (FranTk), used to make Connected Careers. Wrote compiler & virtual machine.Designed and implemented visual effects framework (Lynx) adopted by EA Sports worldwide.Augmented procedural animation system (ANT) for Football (Madden & NCAA) and Mixed Martial Arts (MMA).Implemented visual effects for Madden 07, NASCAR 08 for Xbox 360 & PS3.Liaison for co-developed outsourced software projects at remote sites.Participated in cross-franchise game steering committee.Lead development team for NASCAR NG, developed for NextGen consoles.Innovated software development strategy for transition to NextGen.

Software Engineer III 2003-2005Lead and mentored development team for NASCAR 06: Total Team Control, developed for PS2 and XBox.Lead online team for NASCAR 2005: Chase for the Cup, developed for PS2, XBox and GameCube.Invented and patented dynamic network bandwidth detection and response system for online games.Augmented artificial intelligence system to support teammates and archrivals.Participated in effort to share technologies across studios for next generation console development.Provided consulting to NASCAR PC team and to an external partner software development company.Wrote code reviews and performance evaluations, and refereed code reviews written by other engineers.Enhanced physics engine, improving gameplay, vehicle damage effects, multiple vehicle types.Profiled and optimized CPU and memory.Wrote tools and process documents for finding and removing memory fragmentation.Wrote technical article for EA Knowledge Journal, on my dead reckoning convergence algorithm.Gave technical presentation to studio about network architecture.Participated in steering committee for design of studio-wide online front end, adopted worldwide.

Software Engineer II 2002-2003Lead online team for NASCAR Thunder 2004,developed for PS2, XBox and GameCube.Invented novel dead reckoning convergence scheme to smooth trajectories of remote vehicles to hide latency.Authored process documents for code introduction, architecture, network protocols, etc.Designed and implemented multiplayer networking architecture, subsequently adopted by entire studio.Presented NASCAR software architecture, FlowManager, which studio subsequently adopted.Designed triangular patch interpolation system for smoothing existing terrain models.Wrote technical design documents for new game features.Introduced new task dependency resolution and scheduling practice which studio adopted.

Studio B 2009-2012

Subject Matter ExpertWrote articles for hire for Intel and Gamasutra, on interactive multi-threaded fluid simulation, profiling and optimization.

University of Central Florida Florida Interactive Entertainment Academy, Orlando, Florida 2005-2009

Research AssociateDeveloped graduate curriculum for interactive media design coursesTaught graduate programming classesImplemented pedagogic framework for interactive simulation and visualization (a game engine)Designed and implemented novel real-time interactive 3D fluid simulation.Provided consulting to Intel and Lockheed-Martin for game and simulation development.

Northwest Research Associates Inc. / Colorado Research Associates div., Boulder, CO 1996-2002

Research Scientist, Principle Investigator 2000-2002Wrote proposals and budgets, obtained funding and executed research projects supporting multiple scientists.Led turbulent wakes investigations using massively parallel high performance supercomputer simulations.Participated in laboratory experiments for submerged wake flows.

Research Scientist, Co-Investigator 1999-2000Used Computational Fluid Dynamics to research vortex dynamics of turbulent submerged wake fluid flows.Co-developed Practical Supercomputing Toolkit for DoD High Performance Computing Modernization Office.Participated in HPCMO Metacomputing Working Group, Grid security and encryption infrastructure.Member of High Performance Computing Modernization Program (HPCMP) User Advisory Panel (UAP).Pioneer user of Department of Defense Grid.Augmented spectral Computational Fluid Dynamics (CFD) code.Developed multithreaded, cross-platform software for analyzing and visualizing enormous 3D data sets.Developed large-scale scientific and medical visualization volume renderer.Member of thesis committee at Naropa Institute.

Research Assistant 1996-1999Researched dynamics of vortices in turbulent shear fluid flows using CFD simulations.Co-developed, visualization system, in cooperation with Norwegian Defense Research Institute (FFI).Upgraded atmospheric MF radar at Rothera base, Antarctica.Administered Unix computer systems.

University of Colorado at Boulder, Boulder, Colorado 1994-1999

Research Assistant -, 1995-1999Investigated 3D turbulent shear flow instability using supercomputer simulations.Research lead to Ph.D. in physics, specializing in computational fluid dynamics, vortex dynamics, turbulence.Tutored and assisted in teaching physics classes and laboratories for Physics Department.Developed speech and singing analysis and synthesis toolkit.

Georgia Institute of Technology, Atlanta, Georgia 1988-1994

Systems Analyst - GTRI Signature Technology Laboratory, 1989-1994Assisted in modeling, building and testing of radar systems. Held security clearance.

Software Developer - Graphics, Visualization and Usability Lab, 1993-1994NetVis Analyzer network visualization application, funded by National Science Foundation.Developed digital image warping and morphing applications for X Window System.Participating in creation of PSA computer animation for SIGgraph 1994, Orlando, Florida.

Research Tech. / Software DeveloperComputer Engineering Research Lab, 1989Developed test suite to exercise novel massively parallel supercomputer hardware architecture.

Software Developer / Teaching Assistant - Georgia TechSchool of Physics, 1988-1990Studied chaotic dynamics of high-energy atoms in electro-magnetic fields involving analysis in Mathematica.Created rocket launching and navigation interactive simulations and taught physics students.

EDUCATION

Ph.D., Physics

1999

M.S., Physics

1996

B.S., Physics

: Cooperative Plan, Highest Honor,,,

1993

Computer Science

1986-1998

Philosophy of Scienceand Tech.

1993

PUBLICATIONS

Gourlay, M.J. (2009-2012):, parts 1-13, Intel Software Network.

Gourlay, M.J. (2011): GenEx, Generic Expression Language: How to write a compiler and virtual machine for anything., EA Knowledge Journal, Electronic Arts, November.

Gourlay, M.J. (2010): "Dynamic Bandwidth Detection and Response for Online Games", United States Patent 7680038.

Gourlay, M.J. (2009):, Gamasutra.

Gourlay, M.J. (2009): Vehicle Wakes. Electronic Arts Knowledge.

Gourlay, M.J. and Glumac, R. (2008): Lynx: Sharing VFX Worldwide Electronic Arts Knowledge, September.

Gourlay, M.J. (2004): Dynamic bandwidth detection and response for online racing games, Electronic Arts Knowledge.

Gourlay, M.J. (2003): Dead Reckoning with Targeting: smooth, efficient, natural extrapolation convergence for online racing games, Electronic Arts Knowledge, November.

Fritts, D., Gourlay, M., Orlando, W., Meyer, C., Werne, J., Lund, T. (2003): Numerical simulation of late wakes in stratified and sheared flows, User Group Conference Proceedings, June 9-13, pp. 206-210.

Johansson, P.B.V., William, K.G. and Gourlay, M.J., Equilibrium similarity, effects of initial conditions and local Reynolds number on the axisymmetric wake. Physics of Fluids, vol. 15, n. 3, March 2003.

Gourlay, M.J., S.C. Arendt, D.C. Fritts, J. Werne (2001): . Physics of Fluids, December.

Gourlay, M.J., Werne, J. & Fritts, D.C. (2001): Numerical late-time wake hydrodynamics of a sub-surface bluff body in stratification, ONR report.

Gourlay, M.J., Werne, J. & Fritts, D.C. (2001): Direct numerical simulations of initially turbulent wakes, DoD HPC UGC, Biloxi, Mississippi, June 18-21.

Gourlay, M.J. (2001): Numerical Modeling of Turbulent Wakes, Abstracts of XXVI General Assembly of the European Geophysical Society, Nice, France, March 25-30.

Gourlay, M.J., S.C. Arendt, D.C. Fritts, J. Werne (2000): Numerical modeling of turbulent non-zero momentum late wakes in density stratified fluids. Fifth International Symposium on Stratified Flows, July 10-13, 2000, Vancouver, Canada.

Gourlay, M.J., S.C. Arendt, D.C. Fritts, J. Werne (2000): Numerical modeling of turbulent zero momentum late wakes in density stratified fluids. Department of Defense High Performance Computing Modernization Program Users' Group Conference Proceedings, June 5-9, Albuquerque, New Mexico.

Gourlay, M.J. (2000): The OGLE Tutorial: Creative Data Visualization Gone Wild . Creative Linux Journal, June.

Gourlay, M.J. (2000): OGLE-ing the Visible Human: An OGLE Demonstration . Creative Linux Journal, July.

Gourlay, M.J. (1999): Shapeshifter: An Xmorph Tutorial . Creative Linux Journal, December.

Gourlay, M.J. (1999): Stability and Dynamics of Stretched Fluid Shear Layers. Ph.D. thesis, University of Colorado at Boulder, July.

Gourlay, M.J. (1997): . University of Colorado at Boulder technical communication, December.

Gourlay, M.J. (1996): Stretched Fluid Shear Layers, Abstracts of XXI General Assembly of the European Geophysical Society, The Hague, The Netherlands, May 6-10.

Gourlay, M.J., Uzer, T., and Farrelly, D. (1993): Phys. Rev. A, v.47, n.4, April, pp.3113-3117.

Smith, I. E. and Gourlay, M.J. (1990): HardCore SIG: Parallelism and the NeXT workstation. NeXT Users' Journal, Issue 8, July, pp. 28-33.

PRESENTATIONS

Gourlay, M.J. (2011): Get In the Game., Red Stick Animation Festival Retrospective, Louisiana State University, Baton Rouge, November 10 (invited).

Gourlay, M.J. (2011): GenEx, Generic Expression Language: How to write a compiler and virtual machine for anything., Electronic Arts, Tiburon, November 2.

Gourlay, M.J. (2010): Fluid-body simulation using vortex particle operations., International Conference on Computer Graphics and Interactive Techniques (SIGGRAPH), Los Angeles, Session: Animation, article 8, 2010.

Gourlay, M.J. (2009): Fluid Dynamics for Video Games., High Performance Graphics 2009, New Orleans, LA, Aug 1-3.

Gourlay, M.J. (2009): Turbulent fluid motion for particle systems. Game Developers Conference, San Francisco, CA, Mar 23-27.

Gourlay, M.J. (2008): Interactive simulation of fluid motion for particle systems. International Conference on Computer Graphics and Interactive Techniques, ACM SIGGRAPH, Los Angeles, California, August 11-15.

Gourlay, M.J. (2006): VFX for Next-Gen Games. Visual Effects Workshop, EAUK, Chertsey, England, December.

Gourlay, M.J. (2005): Visual Effects. VFX Summit, EA Tiburon, Orlando, Florida, September.

Gourlay, M.J. (2004): More Data Now: dynamic bandwidth detection and response, Electronic Arts Tiburon, October.

Gourlay, M.J. (2003): Online Pack Racing: NASCAR Thunder for PS2, Electronic Arts Tiburon, October 16.

Balfour, M., Imbert, S. & Gourlay, M.J. (2002): FlowManager, Electronic Arts Tiburon, October.

Gourlay, M.J. & J. Werne (2002): Practical Supercomputing Toolkit, Department of Defense High Performance Computing Modernization Program Users Group Conference, Austin, Texas, June.

Gourlay, M.J. (2002): Uniform Command Line Interface, Department of Defense High Performance Computing Modernization Program (HPCMP) Metacomputing Grid Workshop, Engineering Research and Development Center Major Shared Resource Center, Vicksburg, Mississippi, February 25-28.

Werne, J, D. Fritts, C. Bizon, C. Meyer, M. Gourlay, M. Davis, K. Julien, P. Sullivan, B. Circelli, R. Walters, C. Fuson, P. Adams (2002): Atmospheric optical turbulence characterization for the Airborne Laser using combined measurement and simulation techniques, Department of Defense High Performance Computing Modernization Program 12th Users Group Conference, Austin, Texas, June.

Werne, J. & Gourlay, M.J. (2001):, Department of Defense High Performance Computing Modernization Program 11th Users Group Conference, Biloxi, Mississippi, June.

Circelli, B, P. Adams, J. Werne, M. Gourlay, C. Meyer & C Bizon (2001): Investigation, visualization and interpretation of large scientific data sets, Department of Defense High Performance Computing Modernization Program 11th Users Group Conference, Biloxi, Mississippi, June 21.

Gourlay, M.J. (2001): Numerical Modeling of Turbulent Wakes, XXVI General Assembly of the European Geophysical Society, Nice, France, March 25-30.

Gourlay, M.J., S.C. Arendt, D.C. Fritts, J. Werne (2000): Numerical modeling of turbulent non-zero momentum late wakes in density stratified fluids. Fifth International Symposium on Stratified Flows, July 10-13, 2000, Vancouver, Canada.

Gourlay, M.J. (2000): Scientific Visualization of Volumetric Data, ERDC MSRC Scientific Visualization Workshop, Vicksburg, Mississippi, June 25-26.

Gourlay, M.J. (2000): Numerical stratified wake hydrodynamics, Department of Defense High Performance Computing Modernization Program 10th Users Group Conference, Albuquerque, New Mexico, June.

Gourlay, M.J. (1996): Stretched Fluid Shear Layers, XXI General Assembly of the European Geophysical Society, The Hague, The Netherlands, May 6-10.

GRANTS

Numerical Modeling of Initially Turbulent Wakes, Office of Naval Research contract N00014-99-C-0148.

Numerical Modeling of Initially Turbulent Wakes of Submerged Bodies in Background Shear, Office of Naval Research contract N00014-01-C-0298.

Numerical Modeling of Wake Turbulence for Naval Applications Office of Naval Research HPCMP Challenge 1719, Co-I.

Numerical Modeling of Turbulent Wakes in Ambient Shear and Stratification for Naval Applications Office of Naval Research HPCMP Challenge 1723, PI.

HONORS National Honor Society for outstanding

physics students National Honor Society for academic achievement National Honor Society for academic achievementGolden Key National

Honor SocietyL. M. Fitten

Academic Scholarship for undergraduatesHonors undergraduate

physics at Georgia TechGraduated with

Highest Honors, September 1993 from Georgia Tech, in PhysicsNational Science

Foundation Undergraduate Intern in Physics, Fall 1991 - Summer 1992National Science

Foundation Undergraduate Intern in Computer Science, Winter 1993 - Fall

1993International Thespian Honor Society, troupe 850

INTERESTS AND HOBBIESCollecting and programming Atari 8-bit computers and games.Brewing beer, fermenting fruit from my trees and extracting essential oils from herbs in my garden.Large-scale art projects for venues including, Geodesika, Freezing Man and major urban centers.Design and construction of robust portable sheltersVisual art: Photography, large-scale print-making, painting, drawing, computer graphics and image processingMovies and animation: watching, discussing and making

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Michael Gourlay,

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Michael Gourlay,

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Michael Gourlay,

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Comments

My pages

Mentions

Dynamic Bandwidth Detection and Response for Online Games (Patent 7680038)

Gamasutra: Fluid Simulation for Video Games, Part 1

Gamasutra: Fluid Simulation for Video Games, Part 2

Fluid Simulation for Video Games 1: Introduction to Fluid Dynamics

Fluid Simulation for Video Games 2: Fluid Simulation Techniques

Fluid Simulation for Video Games 3: Vortex Particle Fluid Simulation

Fluid Simulation for Video Games 4: Two-Way Fluid-Body Interaction

Fluid Simulation for Video Games 5: Profiling and Optimization

Fluid Simulation for Video Games 6: Differential Velocity Solvers

Fluid Simulation for Video Games 7: Particle Operations for Fluid Motion

Fluid Simulation for Video Games 8: Baroclinicity - Fluid Buoyancy

Fluid Simulation for Video Games 9: Body Buoyancy

Fluid Simulation for Video Games 10: Thermal Effects

Fluid Simulation for Video Games 11: Combustion

Fluid Simulation for Video Games 12: Jerkstrophy

Fluid Simulation for Video Games 13: Convex Obstacles



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