Jamie Morris
Game Engine ProgrammerSpike, www.spike.co.jp
Tōkyō, Japan
Connect with Jamie Morris at Chamber.com, an invitation-only community connecting leaders worldwide.
General
About
To further challenge myself and push the boundaries of what I believe I am capable of as a professional game programmer. I love games, as well as creating them.
As lead technology researcher and engine programmer at Spike, I have had the rewarding opportunity to act as the architect of the frameworks used by a handful of consumer games ( PS3/X360 ) during my time here. From rebuilding the obsolete map collision system to utilize a cleaner and faster SPU based multiple octree optimization, rewriting kernel level collision code in VMX, taking full-fledged state of the art technology and making it run at practical frame-rates (MLAA), to unleashing the inner-artist in myself by creating the “sea” in Bandai-Namco's Dragon Ball Z: Raging Blast 2, Avatar Pro Wrestling ( X360 ), Dragon Ball Arcade, and the newly finished title Dragon Ball Z: Ultimate Tenkaichi.
Link to an E3 video of showing off the “water effects” in Dragon Ball Z: Raging Blast 2.
http://www.yo
As lead technology researcher and engine programmer at Spike, I have had the rewarding opportunity to act as the architect of the frameworks used by a handful of consumer games ( PS3/X360 ) during my time here. From rebuilding the obsolete map collision system to utilize a cleaner and faster SPU based multiple octree optimization, rewriting kernel level collision code in VMX, taking full-fledged state of the art technology and making it run at practical frame-rates (MLAA), to unleashing the inner-artist in myself by creating the “sea” in Bandai-Namco's Dragon Ball Z: Raging Blast 2, Avatar Pro Wrestling ( X360 ), Dragon Ball Arcade, and the newly finished title Dragon Ball Z: Ultimate Tenkaichi.
Link to an E3 video of showing off the “water effects” in Dragon Ball Z: Raging Blast 2.
http://www.yo
Haves
All areas of graphics, 2D & 3D.
Shader GLSL/HLSL (implemented many postprocess effects for Spike including Jimenez MLAA, FXAA, bilateral-blur, fast-gauss, spline DOF, SSAO, Motion Blur, Bloom)
C/C++.
Multi-core dev on PS3 SPU's, VMX, ProDG, Tuner, GPAD, pixie.
General ability to optimize code for PS3 (PPU, SPU, RSX), & X360.
Maya Plugin, MEL.
In charge of collision and dynamics simulation.
Solely developed spike's new "multple octree based" map collision server for Raging Blast: Tenkaichi.
Shader GLSL/HLSL (implemented many postprocess effects for Spike including Jimenez MLAA, FXAA, bilateral-blur, fast-gauss, spline DOF, SSAO, Motion Blur, Bloom)
C/C++.
Multi-core dev on PS3 SPU's, VMX, ProDG, Tuner, GPAD, pixie.
General ability to optimize code for PS3 (PPU, SPU, RSX), & X360.
Maya Plugin, MEL.
In charge of collision and dynamics simulation.
Solely developed spike's new "multple octree based" map collision server for Raging Blast: Tenkaichi.
Professional Experience
Nov 2009 - Present
Game Engine Programmer
Spike, www.spike.co.jp
Computer Games
Spike, www.spike.co.jp
Computer Games
Develop in-house multi-platform game engine for XBOX360 and PS3.
In charge of, develop, and integrate tecnologies used in collision, and real-time special effects. At present, I'm solely developing both a real-time cloth & rigid body dynamics physics engine optimized for PS3 & XBOX, as well as Maya plugins to allow the designers to easily harness the power of the technology though a tool which they are already very familiar with. Also co-engineering a deferred-lighting engine, and developed more than half a dozen light types.
In charge of, develop, and integrate tecnologies used in collision, and real-time special effects. At present, I'm solely developing both a real-time cloth & rigid body dynamics physics engine optimized for PS3 & XBOX, as well as Maya plugins to allow the designers to easily harness the power of the technology though a tool which they are already very familiar with. Also co-engineering a deferred-lighting engine, and developed more than half a dozen light types.
Feb 2003 - Dec 2004
(1 years, 10 Months)
(1 years, 10 Months)
Tool engineer
Australian Antarctic Division
International Affairs
Australian Antarctic Division
International Affairs
Collaborated with atmospheric space physicists to develop specialized data management tools during a 2-year contract. The nature of the data analysis had a reasonably high level of mathematical sophistication. In fact, the mathematics that was required to decipher the physical models of the project had been being studied at the time during university. Tools had been developed in the C (Visual C++ 6.0), and IDL (Interactive Data Language).
IDL had been selected for its ease of use in generating publishable quality postscript output graphics. The IDL programs were fed large datasets as input, and the output was essentially polar cap ionospheric velocities computed from various proposed models. I had implemented these models in IDL code. Programs developed in C were used to create the input files for the IDL graphics program. These programs consisted of; smart parsing, statistical, and data concatenation tools. 政府の機関の中の部署にて、2年の契約の間、専門データ管理ツールを開発するために、大気のスペース物理学者と協力し開発。データ分析の性質には、数学的な洗練されたかなりの高いレベルが要求されました。実際、プロジェクトの物理モデルを解読するのに必要な数学は、大学の間に学びました。 ツールは、C(Visual C++ 6.0)とIDL(Interactive Data Language)で開発。
IDLは、パブリッシブルなハイクオリティーなポストスクリプト出力グラフィックスを生み出す際に、その使いやすさのために選ばれました。IDLプログラムには、膨大なデータが必要とされました。そして、出力は基本的に、電離層の速さがいろいろな提案されたモデルから計算した極冠でした。私は、IDLコードでこれらのモデルをインプリメントしました。C言語で開発されるプログラムは、IDLグラフィックスプログラムのために入力ファイルを作成するのに用いられました。これらのプログラムは、スマートな分析と統計とデータ連結ツール。
IDL had been selected for its ease of use in generating publishable quality postscript output graphics. The IDL programs were fed large datasets as input, and the output was essentially polar cap ionospheric velocities computed from various proposed models. I had implemented these models in IDL code. Programs developed in C were used to create the input files for the IDL graphics program. These programs consisted of; smart parsing, statistical, and data concatenation tools. 政府の機関の中の部署にて、2年の契約の間、専門データ管理ツールを開発するために、大気のスペース物理学者と協力し開発。データ分析の性質には、数学的な洗練されたかなりの高いレベルが要求されました。実際、プロジェクトの物理モデルを解読するのに必要な数学は、大学の間に学びました。 ツールは、C(Visual C++ 6.0)とIDL(Interactive Data Language)で開発。
IDLは、パブリッシブルなハイクオリティーなポストスクリプト出力グラフィックスを生み出す際に、その使いやすさのために選ばれました。IDLプログラムには、膨大なデータが必要とされました。そして、出力は基本的に、電離層の速さがいろいろな提案されたモデルから計算した極冠でした。私は、IDLコードでこれらのモデルをインプリメントしました。C言語で開発されるプログラムは、IDLグラフィックスプログラムのために入力ファイルを作成するのに用いられました。これらのプログラムは、スマートな分析と統計とデータ連結ツール。
Jan 2007 - Jul 2008
(1 years, 6 Months)
(1 years, 6 Months)
Embedded Systems Engineer (組み込みエンジニア)
Mitsubishi Electric (情報総研)
Computer & Network Security
Mitsubishi Electric (情報総研)
Computer & Network Security
Worked within three separate divisions within the institute simultaneously developing a diverse range of technologies. 1) Network Security Technology Department. - Developed “fuzzing” integrity inspection tools for a proprietary TCP/IP stack. 2) Multi-Media Information Coding and Transmission Technology Department. - Developed the color quantization component of a H.264 codec for Texas Instruments C64x+ DaVinci hardware. Debugging was facilitated using TI's Code Composer Studio with a C64x+ emulator. 3) Multi-Media System Technology Department. - Collaborated with MDEA ( Mitsubishi Digital Electronics America ) developing photo browsing uPnP enabled DLNA compliant TVs. This software has already been embedded and distributed in thousands of TVs across the US. - Ported SpiderMonkey JScript interpreter to the VxWorks environment embedded within their TVs, as well as components of a micro HTTP client, and wrote numerous sample applications demonstrating the functionality ( minesweeper, sudoku, tamagochi – replica of Bandai's original virtual pet, twitter interface, flicker interface ). 茅場町の㈱SBXという会社から三菱電機へ特別な派遣として約1年仕事をしてます。MDEA (Mitsubishi Digital Electronics America)と新しいプロダクトを作っていて、MDEAの新しいテレビのソフトは私が担当します。
そのチームの中でも、システムの中心的なソフトを担当していて、このプロジェクトの核となるソフトの開発を任されています。
開発の合間を見て、時間がある時にはテレビのGUIのデザインもしています。デザインの担当は他部署になりますが、私の作ったものが採用され今回のプロジェクトに使用します。さらに、ゲームも作りました。自分のマインスイーパとスドクを実装しました。たまごっちのような”VirutalPet”も作ってそのときに、色んな人工知能技術を研究しました。H.264コーデックの部分(~量子化)も作りました。
そのチームの中でも、システムの中心的なソフトを担当していて、このプロジェクトの核となるソフトの開発を任されています。
開発の合間を見て、時間がある時にはテレビのGUIのデザインもしています。デザインの担当は他部署になりますが、私の作ったものが採用され今回のプロジェクトに使用します。さらに、ゲームも作りました。自分のマインスイーパとスドクを実装しました。たまごっちのような”VirutalPet”も作ってそのときに、色んな人工知能技術を研究しました。H.264コーデックの部分(~量子化)も作りました。
Jan 2009 - Oct 2009
(0 years, 9 Months)
(0 years, 9 Months)
Core technology engineer & web/mobile developer
Tasuke
Computer & Network Security
Tasuke
Computer & Network Security
Developed a Kisekae engine by reverse-engineering DOCOMO's kisakae binaries. Was able to replicate the entire process without DOCOMO's tools. Developed mobile-based web sites in PHP/smarty in the CentOS environment. 携帯サイト (DoCoMo, Y!, EZ)、DSiウェア, PSPgo, iPhone. ゲーム開発担当者 (めざせ!Pro野球携帯用ゲーム)、 社内で全自動着せ替えツール技術、画像処理の研究 (顔認識)、全自動Flash操作ツール技術 (待ち受け用)、サイト管理画面、新しいデコメルを組み合わせるエンジン、etc… Developed Flash manipulation software based purely in bash script using additional proprietary tools swfmill and shell based XML parsers.
Education
2001
BSc, University of Tasmania (High School)
Computer Engineering, Pure Mathematics
Computer Engineering, Pure Mathematics
2003
MSc, University of Tasmania (High School)
ANALYSIS OF RADIAL BASIS FUNCTION NETWORK BEHAVIOR OVER CYLINDRICAL HARMONICS.
ANALYSIS OF RADIAL BASIS FUNCTION NETWORK BEHAVIOR OVER CYLINDRICAL HARMONICS.
More about Jamie Morris
First Name
Jamie
Last Name
Morris
Interests / Hobbies
Playing Games, Making "psychologically immersive" Games (ask me if you would like to know exactly what I mean by that), Movies, Surfing, Fashion, Traveling, Technology, Number Theory, AI, Quantum Computing.
Specialities
All areas of graphics, 2D & 3D.
Shader GLSL/HLSL (implemented many postprocess effects for Spike including Jimenez MLAA, FXAA, bilateral-blur, fast-gauss, spline DOF, SSAO, Motion Blur, Bloom)
C/C++.
Multi-core dev on PS3 SPU's, VMX, ProDG, Tuner, GPAD, pixie.
General ability to optimize code for PS3 (PPU, SPU, RSX), & X360.
Maya Plugin, MEL.
In charge of collision and dynamics simulation.
Solely developed spike's new "multple octree based" map collision server fo
Shader GLSL/HLSL (implemented many postprocess effects for Spike including Jimenez MLAA, FXAA, bilateral-blur, fast-gauss, spline DOF, SSAO, Motion Blur, Bloom)
C/C++.
Multi-core dev on PS3 SPU's, VMX, ProDG, Tuner, GPAD, pixie.
General ability to optimize code for PS3 (PPU, SPU, RSX), & X360.
Maya Plugin, MEL.
In charge of collision and dynamics simulation.
Solely developed spike's new "multple octree based" map collision server fo
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