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Andrew Aye

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

Certifications

PMP (PMI), CHPSE(Supremus), CCSFP(HiTrust), CIPP/E (IAPP), CIPP/US (IAPP), CIPT (IAPP)


Education

Business Administration

M.B.A. (2018-2020)

Cornell University

Queens University


Computer Science, Honours

B.Math (1993-2000)

University of Waterloo


Mechanical Engineering, Honours

B.A.Sc.(1993-2000)

University of Waterloo


Film, Fine Arts Honours

B.A.(1993-)

University of Waterloo

2018 - 2020 M.BA Business Administration Cornell University
Queens University
1993 - 2000 B.Math Computer Science, Honours University of Waterloo
1993 - 2000 B.A.Sc. Mechanical Engineering, Honours University of Waterloo
1993 - B.A. Film, Fine Arts Honours University of Waterloo

Professional Experience Management

[2017(Nov)-] Amazon [Seattle, WA]

Principal Software Engineer [2017(Nov)-]

  • Principal Engineer on the leadership team of NA Consumer, Consumables including:
  • Programs: SNAP EBT, Prime Pantry, Parent Experience, Sampling, Consumable Innovation
  • Amazon Retail: Health, Beauty, Core Consumables, Baby
  • Businesses: Pillpack (pharmacy)

[2014(Sept)-2017(Oct)] Microsoft [Redmond, WA]

Principal Software Engineer [2015(Sept)-2017(Oct)]

  • Organized program execution across eight studios around the globe
  • Monitored five concurrent products each with 3+ sites of 30-70 engineers
  • Participated in working group for Xbox One X development experience
  • Managed and lead team to achieve ORI DE performance targets (60FPS) on PC and Xbox One

Development Manager [2014(Sept)-2015(Aug)]

  • Planned expansion of studio for new PC AAA production
  • Managed a core team of eight people (back-end) and relationship with external client team
  • Supervised transition of studio plan form established IP (Age of Empires) to new IP
  • Supported team though studio closure due to change in Senior Leadership

[2011(Jan)-2014(Apr)] Infinity Ward [Encino, CA]

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

  • Managed a team of 70+ programmers to support game and engine development
  • Responsible for project and engineering risk, schedule and feature list
  • Set production project goals, schedules and milestones
  • Coordinated with Executive Activision teams for simultaneous worldwide launch

Lead Engineer / Project Manager [2011(Jan)-2014(Apr)]

  • Supervised code teams across four studios during critical final stages of MW3 development
  • Scheduled and managed IW code team to finalize PC SKU and console patches
  • Organized submission process for simultaneous worldwide launch
  • Coordinated with IW production and Executive Activision management teams

[2010(Feb)-2011(Jan)] Microsoft [Redmond, WA]

Senior Developer [2010(Feb)-2011(Jan)]

  • Directed content changes to improve memory and performance

[2006(Mar)-2009(Nov)] Obsidian Entertainment [Irvine, CA]]

Lead Technical Engineer [2007(Feb)-2009(Nov)]

  • Managed and mentored a team of five people working in CTG
  • Scheduled CTG’s feature roadmap (plan)
  • Liaison with Art and Design to confirm requirements and completeness

Senior Programmer [2006(Mar)-2007(Feb)]

  • Negotiated with publisher (Atari) for acceptable range of supported PC hardware

[2003(Oct)-2006(Feb)] Terminal Reality [Dallas, TX]

Simulation Engineer [2003(Oct)-2006(Feb)]

  • Coordinated with three product teams on roll-out of engine features

[2001(Apr)-2002(Sept)] Sunstorm Interactive [Indianapolis, IN]

Lead Programmer [2001(Apr)-2002(Sept)]

  • Managed a programming team of five people and out-sourced art team

Professional Experience Individual Contributor

[2014(Sept)-2017(Oct)] Microsoft [Redmond, WA]

Principal Software Engineer [2015(Sept)-2017(Oct)]

  • Established quality and performance standards for five Xbox One X titles (4K HDR)
  • Developed performance improvements for group's UE4 games (over 20ms on the GPU)
  • Executed streaming performance improvements on Unity 5.3 for Ori DE (PC, Xbox One)
  • Performed input control experiments and improvements for Quantum Break

Development Manager [2014(Sept)-2015(Aug)]

  • Responsible for scale plan of back-end services for launch on iOS

[2011(Jan)-2014(Apr)] Infinity Ward [Encino, CA]

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

  • Collaborated with art leads to establish new process and pipeline for asset creation
  • Directed and architected the next generation engine for CoD on PS4 / Xbox One / PC DX11
  • Oversaw pioneering work on real time sub-division surfaces and displacement

Lead Engineer / Project Manager [2011(Jan)-2014(Apr)]

  • Reduced audio processing by 3.5 ms (out of a 16ms frame)
  • Refactored effects system for additional concurrency (two to eight threads)
  • Moved all effects processing to the SPU
  • Optimized the general per frame updating of entities to save 2.5ms on average

[2010(Feb)-2011(Jan)] Microsoft [Redmond, WA]

Senior Developer [2010(Feb)-2011(Jan)]

  • Work on issues in the Kinect platform code, collaborating with the platform team to fix issues
  • Executed improvements to reduce CPU time from 40ms+ to 32ms for 92% of game time
  • Executed GPU optimizations to achieve target goal of 30 FPS (from 22 FPS)
  • Responsible for fixing crash bugs improving MTBF from 10 minutes to 70+ hours

[2006(Mar)-2009(Nov)] Obsidian Entertainment [Irvine, CA]]

Lead Technical Engineer [2007(Feb)-2009(Nov)]

  • Architect and implementation lead for company’s new AAA engine code base
  • Cross-platform rendering system, scene graph, visual effect system and render resource manager
  • Synchronization (Job) systems and tasks including asynchronous loading system for all assets
  • Base actor class based on composition that included interface and support for all engine services
  • SPU programs for skinning, memcpy replacement, shadow map filtering and debug

Senior Programmer [2006(Mar)-2007(Feb)]

  • Render engine and shader code refactoring. Render time went from 2FPS to 24-30FPS
  • Removed visual appearance defects, corrected excessive execution time
  • Construct arbitrary walk surface sets based on set and environment geometry
  • Validated face to face path correctness as a stored input to the pathing system

[2003(Oct)-2006(Feb)] Terminal Reality [Dallas, TX]

Simulation Engineer [2003(Oct)-2006(Feb)]

  • Integrated O.D.E. (open source physics solver) into the engine code base
  • Built primitive vs triangle-mesh routines to calculate penetration depth and surface normal
  • Designed continuous collision detection for high-speed and/or small geometry
  • Implemented a true cylinder collision primitive
  • Improved constraint calculations for fidelity and realism for a low frequency updates

[2001(Apr)-2002(Sept)] Sunstorm Interactive [Indianapolis, IN]

Lead Programmer [2001(Apr)-2002(Sept)]

  • Designed a data driven simulation system to allow for ease of customization and expandability
  • Refined existing graphic engine for increased performance
  • Built a specifically crafted physics simulation for Bridge Builder (truss structure simulation)
  • Devised an API layer to facilitate game team's use of internal engine

Professional Experience Other

[1994 - 1997] Microsoft [Redmond, WA]

Forum Manager

  • 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

[1995 - 1997] Steve Jackson Games[Internet]

Game Designer

  • Helped with the development and testing of the INWO: Subgenius
  • Official representative for the Illuminati: New World Order CRPG on MSN

Professional Experience Co-Op (University Program)

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

Professional Affiliations

International Association of Privacy Professionals (IAPP)
Project Management Institute (PMI)
Association for Computing Machinery (ACM)
Institute of Electrical and Electronics Engineers (IEEE)


Products Shipped and Developed

[2015 - 2017]
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)

[2014 - 2015]
Shipped: Age of Empires: Castle Siege [iOS, Windows Phone, PC]

[2012 - 2014]
Shipped: Call of Duty: Ghosts (XB2, PS3, XB3, PS4, PC)

[2011 - 2011]
Shipped: Call of Duty: Modern Warfare 3 (XB2, PS3, PC)

[2010 - 2011]
Shipped: Kinect Adventures (XB2)

[2007 - 2009]
Shipped: Alpha Protocol (XB2, PS3), Dungeon Siege 3 (XB2, PS3)

[2006 - 2007]
Shipped: Neverwinter Night 2 (PC)

[2003 - 2006]
Shipped: Bloodrayne 2 (PC, XB1, PS2), Aeon Flux (XB1, PS2), Spy Hunter 3 (XB1, PS2)

[2001 - 2002]
Shipped: Bridge Builder (PC), Mahjong (PC), Super Ball (PC)
Development: Airport Tycoon II (PC)