Lane Roathe
1933 Angel Falls Dr., Frisco, TX 75034
214-618-5496 (office) |
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Strengths
- Strong communication and rapport skills, excel at bridging between personality types
- Can hire, manage and motivate successful development teams
- Over 19 years of experience designing, managing and developing software
- Have successfully planned and managed project schedules and budgets
- Able to productively work with other developers' code, libraries, and ideas
- Excellent debugging skills, both on my own code and other programmers' code
- Experience coordinating external and support services (testing, manuals, packaging, etc.)
- Specialize in platform independent development and working with existing projects
Highlights
Involved in the production and/or development of over 100 published software products in roles such as VP of Development, producer, product manager, team lead, designer, and programmer.
Have managed as many as four development teams at a time, each with 2-3 programmers, 1-2 designers, 4-6 artists, several shared support staff (sound, video, etc.) and external contractors. Capable of managing a large number of projects at once, with good organizational skills.
Extensive software development experience using C/C++, Assembly, relational databases, Sprockets, DirectX, Microsoft Visual Studio, Codewarrior, MPW, CVS, Projector, Source Safe, and numerous game engines including Torque, Quake, Fusion, BurgerLib, Pangea, Lithtech, Artech, IFDLib, and others.
16 years of experience programming the Macintosh, 10 years with Windows, 4 years on console systems, 4 years on linux and experience with several vertical application environments and cell phone/PDA environments.
In addition to entertainment titles, development experience includes device drivers (ADB, serial, keyboard, sound, graphic, joystick, and kernel level disk I/O), application plug-in's, operating systems, word processors, databases, programming utilities, compilers, assemblers, a GUI development environment, IR control hardware and drivers, accounting, and custom relational database software solutions.
Principle in five startup companies (including one international); manager of a team or department in several other companies.
Experience
2005-Present: Method Solutions, Lead Software Engineer. Responsible for managing the company's development staff, determining the technical direction and planning/scheduling projects. Led effort to port True Crime New York City to Windows, including significant product improvements. Other projects included Space Impact for Nokia, embedded on the new Symbian 9 series phones (N71, etc) and development of a next-generation 3D game engine for cell phones using ATI and nVidia chipsets with OpenGL ES.
2000-2005: Roathe Consulting / Ideas From the Deep, Owner. Provide software development and contracting services, specializing in platform independent development titles and libraries. Ported several titles from one platform to another in a timely manner, and provided the original developer with a working code base with which to co-develop on both platforms in the future. Worked with outside developers to bring several products to market, selling them through the Ideas From the Deep e-commerce web site (an inhouse customized version of osCommerce).
2003: United Developers, CTO. Management responsibilities for internal and external development teams as well as the internal quality assurance, IT and technical support staff. Overaw porting of MacPlay's licenses, including locating, evaluating, negotiating with and managing outside porting houses. Guided MumboJumbo's online expansion, including evaluating ecommerce solutions, guiding the technology, managing outside contractors and helping design & code the titles produced.
2001 Logicware / Contraband, interm CEO and cofounder of Contraband. In an interim role, my job was to fix problems left by previous management, ensure the completion of projects currently underway, and determine whether or not Logicware could be saved (it could not). The first step was to prevent lawsuits and disruption of product distribution. The next step was negotiating and signing development and distribution contracts, working to restore employee moral and bring productivity up required levels. Made staff adjustments, including terminating and hiring as appropriate, to ensure successful completion of contracts. Managed the timely completion of six ports and one original title, and the finalizing of four other titles which had been behind schedule by as much as six months.
1995-2000: Monkey Byte Development, Cofounder, CEO. Responsible for securing and negotiating development contracts with publishers, management of in-house development on titles, internet services and ecommerce, as well as oversight of contractors. Designed and developed company's multi-player game engines, and was a principle developer on most of the companys titles, and was responsible for developing the companies in-house tools.
1993-95: WaveQuest, Cofounder, VP of Development. Hired and supervised development personnel and oversaw technical aspects of all projects. Led development effort on Packy and Marlon, Bronkie, Escalation, Strata3, and developed the basic game engine used in all of WaveQuest's titles. Worked with CEO to sell companys services to publishers, and interfaced with those publishers during the course of a titles development. Responsible for ensuring products for Super Nintendo passed Nintendos quality assurance tests.
1992-93: Three-Sixty Pacific, Producer. Acquired and brought to market the award-winning V For Victory series of strategy war games. Managed the in-house development team and outside contractors for several other products. Producer on the V for Victory series, Theatre of War, Armor Alley, Dark Castle Sega, and Victory at Sea. Development work on Victory at Sea, Armor Alley, and ported Dark Castle to the Apple IIGS.
1991: id Software, Cofounder. Responsibilities included software development and design.
1989-91: Gamers Edge, Managing Editor. Initiated creation of this division within Softdisk, with the task of producing a quality game each month. Oversaw development team, interfaced with art departments, and oversaw each issues production.
References
Available upon request.