Letter of Introduction:

 

My name is John W. Ratcliff and I have been a software developer in the game industry for over 25 years.   Currently I am working as a senior software engineer at Nvidia Corporation where I just started in May 2009.   I am not currently interested in exploring other employment opportunities. 

 

I began my career in the game industry with Electronic Arts in the 1980’s during the early days with Trip Hawkins.  Over the course of ten years I developed three games for Electronic Arts under contract.  During most of that time I also maintained a full time position as a software engineer for other companies.  In addition to developing ‘688 Attack Sub’, ‘SSN-21 Seawolf’, and ‘S.C.A.R.A.B.’ for Electronic Arts I also contributed tools and technology to numerous other game titles.  I was the sole developer on each of these projects and was responsible for all of the programming, much of the design, as well as managing the art and music content.

 

After working with Electronic Arts I moved on to develop products with larger teams, starting with ‘Cyberstrike 2’ for 989 Studios where I was responsible for the bulk of the game client.  I continued with Sony Online Entertainment, then Verant Interactive, where I was afforded the opportunity to start up an office in St. Louis.  John Smedley of SOE allowed me to establish a new project from scratch, building up a team that eventually grew to over twenty developers and artists.  The project we worked on was called ‘Planetside’ which became the world’s first massively multiplayer online first person shooter.  This MMO had a successful launch and has been continuously running since 2003.  Planetside addressed a wide array of technical challenges not dealt with by many other MMO’s.   It features massive battles of hundreds of players along with tanks, airplanes, and other vehicles all of the time maintaining a high-frame rate gaming experience with acceptable network performance.  As a software developer I was personally responsible for the entire 3d graphics engine, core technology on the client, tools, and the server side world representation.

 

I left SOE to join an exciting startup company called ‘Ageia Technologies’ which created the world’s first dedicated physics processor for games.  As a principal engineer I developed tools and technology that contributed to the success of the physics middleware.  The PhysX SDK is used as the core physics technology in the Unreal Engine and has been adopted widely throughout the game industry.  Ageia Technology was acquired by Nvidia Corporation where I still act as a consultant providing technical input and doing some software development.

 

Most recently I worked at Simutronics Corporation on HeroEngine, an MMO gaming platform.  My contributions on this project have focused on AI path finding and client/server integration of physics and collision detection using the PhysX SDK middleware.

 

Throughout my career I have been actively involved in the development community and have written for Dr. Dobbs Journal, as well as other game developer magazines.  I have contributed book chapters to both Game Programming Gems as well as the AI Wisdom series.  I have been a presenter at a number of game development conferences including GDC twice.  I have often provided open source projects to the development community as a way of saying thanks for the help I have received from such projects over the years.

 

I enjoy working on challenging projects with a talented team of developers. 

 


 

 

 

601 Woodchuck Lane

Lake St. Louis, MO 63367

 IM: jratcliff63367

Phone 314-276-2180

E-mail jratcliffscarab@gmail.com

John W. Ratcliff

Objective

Interested in exciting software development opportunities as a senior software engineer, technical director or chief technical officer.

Professional experience

2009 - Present              Nvidia Corporation                     St. Louis, MO

Senior Software Engineer

Currently assist in developing tools and technology for the PhysX SDK as well as working as a technical support engineer ntegrating technologies into various game engines.

2007 - Present              Simutronics Corporation         St. Charles, MO

Senior Software Engineer

Software development for the Hero-Engine MMO platform

·         Removed the existing collision detection system and character controller and integrated the PhysX SDK for all collision detection services, dynamics, and character controller.

·         Implemented a server component to represent the game world with collision detection services shared between many processes.

·         Implemented a server component to automatically build efficient AI navigation meshes as well as to provide path searching services to many other server processes.  Added support for real-time updating of the navigation mesh to accommodate editing changes.

·         Implemented a texture management system

·         Integrated character cloth via the PhysX SDK

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2008 - 2009                   Nvidia Corporation                     St. Louis, MO

Contractor

Assisted in developing tools and technology for the PhysX SDK.

2004 - 2007                   Ageia Technologies                    St. Louis, MO

Principal Engineer

Responsible for the development of tools, demos, and technology for this physics middleware company..   

·         Created PhysX Rocket, an open-source physics scripting application.  This completely data driven application allows developers to rapidly prototype complex physics simulations through simple scripted control.

·         Implemented a fast rendering pipeline in PhysX Rocket which includes support for FX management, fluid surfaces, fluid sprites, hardware instancing.  This application allows developers a great deal of control for debugging and visualization of physics data and was used for various marketing demos.

·         Created tools to automatically generate physics models, including ragdolls, from arbitrary mesh deformed skeletal characters.  Worked on an automatic regression test platform.

2000 - 2003                   Sony Online Entertainment            Lake St. Louis, MO

Senior Technology Architect

Technical lead on Planetside, a massively multiplayer first person shooter.  This product features large battlefields with a wide variety of weapons and vehicles.  Combat takes place in a seamless indoor/outdoor environment.    Established the St. Louis office of Sony Online Entertainment (originally Verant Interactive) and helped build a team around this project.  Responsible for hiring and management of the team during the first year and half until an onsite producer was brought on board.

·         Implemented the complete 3d engine featuring both outdoors terrain and an interior portal based rendering pipeline that includes instanced mesh item support, level of detail, and hierarchical frustum culling. 

·         Collision detection, including ray casting, hierarchical bounding volume trees, and geometric primitive based collision representations.  Also implemented server side world representation with support for collision detection, and raycasting.

·         Special effects virtual machine and optimized sprite pipeline with real-time editing tools.  API support for user interface system.

·         Material system using the fixed function pipeline with real-time editing tools.

·         Implemented a system to automatically generate navigation meshes for large game worlds.

·         Mesh deformed character animation system with sophisticated blending capabilities and level of detail options.

·         Terrain engine, including terrain texturing and terraforming tools.

·         A large suite of tools to create, edit, and manage in real-time all data-driven game assets while under source control.

·         Embedded performance monitoring tools, background thread content streaming, real-time shadows, decal system, and many other features.

1997 - 1999                   Simutronics Corporation         St. Charles, MO

Senior Software Engineer

Lead developer Cyberstrike 2.  Responsible for much of the game client, including 3d engine, collision detection, special effects, animation system, audio, tools, and artificial intelligence.  Also responsible for creating a game prototype for a title called “Hero’s Journey”.

1993 - 1997                   John Ratcliff Games, Inc.        St. Charles, MO

President

As an independent contractor created SSN-21 Seawolf for Electronic Arts, Kaleidonsonics for Masque Publishing, Grandeur for New World computing, and Scarab for Electronic Arts. Performed contract programming providing technology and tools for many game publishers.

 

1991 - 1996                   The Audio Solution                        Ladue, MO

President

Started company to develop and market DIGPAK and MIDPAK, a set of MIDI music and digital sound drivers to support the wide range of sound cards on the market at the time.  DIGPAK and MIDPAK were incorporated into over a 100 commercial software titles.

1991-1992                     Milliken Publishing Company     St. Louis, MO

Senior Software Engineer

Moved much of the product line from Apple II to MS-DOS and Macintosh operating systems.

1989 - 1990                   Polygon Incorporated                 St. Louis, MO

Senior Software Engineer

Developed a VT340 Graphics Terminal emulator and Ethernet device drivers.

1988 - 1989                   Cardiosoft                                   St. Louis, MO

Vice President

Managed a team of software developers and collaborated with cardiologists to create the Computer Assisted Diagnostic System for Creative Medical Systems, and the Real-Time Holter Management System for Biosensor Corporation.

1984 - 1987                   Independent Software Developer St. Louis, MO

Independent Software Developer

Developed 688 Attack Sub, a successful submarine simulation game for Electronic Arts while still maintaining a full time position at St. Louis University Hospital.

1983 - 1988                   St. Louis University Hospital       St. Louis, MO

Research Programmer

Collaborated with a team of cardiologists on original research projects. Developed and deployed, software in support of clinical diagnosis throughout the cardiology department. Included software to aid the analysis of 24 hour holter EKGs, doppler blood flow, echocardiograms, and cardiac catheterization procedures.

1982                             Milliken Publishing Company     St. Louis, MO

Programmer

Developed a number of curriculum based educational software titles.

 

Products

Hero Engine: As a member of a large team of developers on this MMO game engine I am currently responsible for doing physics integration, on both the client and server, as well as implementing editors for physics assets and front-end monitoring tools to examine and debug physics simulations in real-time, whether they are running on either the client or the server.

PhysX Rocket, PhysXViewer, and CreateDynamics:  Open source projects to rapidly prototype interactive data driven physics simulations.  Includes 3d graphics engine, debug visualization tools, fluid editor, data driven user interface, and many other features.  Many techniques to auto-generate physics assets from raw graphics models.

Planetside:  A massively multiplayer first person shooter for Sony Online Entertainment.  Responsible for the entire 3d engine, including rendering pipeline, portal system, terrain engine, effects system, character animation system, collision detection, and tools. Windows 98, 2000, XP, Direct3d, C++ and STL.

Cyberstrike 2: Mechanized robot combat game. Lead developer for Simutronics Corporation. Developed most of game client including 3d engine, physics, collision detection, effects system, artificial intelligence, and tools. Published by 989 Studios. Windows 95, C++ and Pentium assembly code.

Scarab: Egyptian themed first person 3d combat game. Developer, designer, and producer of the art, sound, and music. Published by Electronic Arts. Windows 95, C and Pentium assembly code.

Grandeur: Interactive 3d virtual art gallery and music album. Developer, designer, produced the art, sound and music. Developed for New World Computing. MS-DOS, C and 8086 assembly code.

Kaleidosonics: Interactive art and relaxation software. Developer, designer, artist, produced the sound and music. Published by Masque Publishing. Rob Wallace music and sound. MS-DOS, C and 8086 assembly code.

SSN-21 Seawolf: Nuclear submarine simulation. Developer, designer, artist, produced the sound and music. Published by Electronic Arts. MS-DOS, C and 8068 assembly code. On wikipedia.

Marvin The Moose, line of interactive storybooks, developer, MS-DOS, C and 8086 assembly code.

Children’s Classics, line of interactive storybooks, developer, MS-DOS, C and 8086 assembly code.

Math Sequences, MS-DOS and Macintosh, lead-developer, manager, MS-DOS and Macintosh, C, and 8086 and 68000 assembly code.

Regis Graphics Terminal Emulator, MS-DOS, C and 8086 assembly code.  Developed a high speed DEC-VT340 Regis Graphics Terminal emulator for Polygon Incorporated.

MIDPAK and DIGPAK, MS-DOS, C and 8086 assembly code. A set of MIDI music and digital sound drivers. MIDPAK was developed in conjunction with John Miles of Miles Design as a low cost set of music tools for game developers. DIGPAK and MIDPAK were widely adopted by almost every game publisher in the country and were used in hundreds of retail software products. Some notable licensees included Humongus Software and their entire line of Putt Putt games, Electronic Arts, Software Toolworks, Spectrum Holobyte, Strategic Simulations Inc, Activision, Knowledge Adventure, GameTek, MECC, Commodore Computers, Virgin Games, and many others.

Video Codec 80286 assembly language, used in Gary Kasparov’s Chess, published by Electronic Arts, The Horde, published by Crystal Dynamics, Falcon, and National Lampoons Chessmeister 5,000,001 published by Spectrum Holobyte.

Multiplayer Communications Drivers, 8086 assembly language, used in Car & Driver, published by Electronic Arts and Warlords II published by Strategic Simulations.

Biosensor Holter Analysis System, lead developer, designer, manager. Developed under contract for and marketed by Biosensor Corporation. MS-DOS, C and 80286 assembly code.

Computer Assisted Diagnostic System, lead developer, designer, manager. Marketed by Creative Medical Systems. MS-DOS, C and 80286 assembly code.

688 Attack Sub: Nuclear submarine simulation. Developer, designer.  Produced the art, sound, and music. Published by Electronic Arts. MS-DOS, C and 8086 assembly code, Amiga, C and 68000 assembly code.

Echo Analyzer, developer. For St. Louis University Hospital. Clinical diagnostic system for analyzing echocardiograms.  MS-DOS, C and 8086 assembly code.

Doppler Flow Analyzer, developer. For St. Louis University Hospital. Clinical diagnostic tool for evaluating Doppler echocardiograms.  Apple II and MS-DOS, Basic, C and 6502 and 8086 assembly code.

Holter EKG Data Management System, developer. Developed for St. Louis University Hospital. Managed holter EKG reports including long-term diagnostic analysis and follow-up.  Apple II and MS-DOS, Basic, C and 6502 and 8086 assembly code.

Model 750 Innovator ECG Display System for Del Mar Avionics, Real-time ECG display subsystem for Holter EKG scanner.  MS-DOS 8086 assembly code.

The Writing Workshop - Proofreader, developer, Apple II, 6502 assembly code for Milliken Publishing Company.

Crosswise, developer, designer, Apple II, 6502 assembly code published by UpTime.

The Ultimate Worksheet Creator, MS-DOS, C and 8086 assembly language. Developer and designer for Milliken Publishing Company.

Word Math, developer and co-designer, Apple II, Basic and 6502 assembly code. MS-DOS and Macintosh, C, 8086 assembly and 68000 assembly for Milliken Publishing Company.

The Spelling System, co-developer, Apple II, Basic and 6502 assembly code for Milliken Publishing Company.

Chaos, developer, Apple II, Basic and 6502 assembly code for Milliken Publishing Company.

Pop ‘R Spell, developer, Apple II, Basic and 6502 assembly code for Milliken Publishing Company.

Word Machine, developer, Apple II, 6502 assembly code for Milliken Publishing Company.

Jar Game, developer, Apple II, Basic and 6502 assembly code for Milliken Publishing Company.

Face Flash, developer, Apple II, Basic and 6502 assembly code for Milliken Publishing Company.

Compubar, developer, Apple II, Basic and 6502 assembly code for Milliken Publishing Company.

 

Publications and National Presentations

 

AI PATHFINDING FOR MASSIVELY MULTIPLAYER ONLINE GAMES, LOGIN Game Conference, Ratcliff, JW, May, 2009, lecture.

THE MASSIVELY COLLABORATIVE DEVELOPMENT PARADIGM SHIFT, ION Game Conference, Ratcliff, JW, Whatley D, May, 2008, lecture.

AI GAME PROGRAMMING WISDOM 4, Automatic Generation of Navigation Meshes, Ratcliff, JW, February 2008,Charles River Media book chapter

AUTOMATIC GENERATION OF DYNAMICS MODELS, Game Developers Conference, Ratcliff, JW, March, 9, 2007 presentation.

POSITION BASED DYNAMICS,  3rd Workshop in Virtual Reality Interactions and Physical Simulation : VRIPHYS, Muller, M, Heidelberger, B, Hennix, M, Ratcliff JW, October, 2006, presentation by Mueller.

MESHING AGEIA AND GRANNY, Microsoft GameFest, Moore, D, Ratcliff, JW,  August 15th, 2006 presentation.

OPTIMIZATION TECHNIQUES FOR RENDERING MASSIVE QUANTITIES OF MESH DEFORMED CHARACTERS IN REAL-TIME,  Massively Multiplayer Game Gems II, Ratcliff, JW, Charles River Media book chapter.

PHYSICS DATA DEFINITION, STANDARDIZATION, AND SCRIPTING, Game Tech Leadership Summit, Ratcliff, JW,  December 2, 2004 presentation.

THE CG PROGRAMMING LANGUAGE, Dr. Dobbs Journal, Ratcliff, JW,  Page 40-44, October 2002.

SPHERE TREES FOR FAST VISIBILITY CULLING, RAY TRACING, AND RANGE SEARCHING, Game Programming Gems 2, Ratcliff, JW, Page 384, 2001.

OPTIMIZATION TECHNIQUES FOR HARDWARE TRANSFORMATION AND LIGHTING PIPELINES, Ratcliff JW, Computer Game Developers Conference, March 2001.

LET THE COMPUTER GAMES BEGIN : Sony Online taps Ratcliff to create Planetside – the next generation of computer games, Holyoke, Larry, Cover Story St. Louis Business Journal, January 2001.

TOOLS OF THE GAME : 3D, Ratcliff, JW, Interactivity, May 1998.

TRICKS OF THE COMPUTER GAME GURUS: Computer Game Music, Ratcliff, JW, book chapter for SAMS publishing, 1994.

MULTIMEDIA AUDIO SYSTEMS, Ratcliff, JW, Dr. Dobbs Journal, special Winter 1994 special Multimedia Programming issue.

EXAMINING PC SOUND, Ratcliff, JW, Dr. Dobbs Journal, March 1993.

ACOMP: A STANDARDIZED FILE FORMAT FOR AUDIO COMPRESSION, Ratcliff, JW, Dr. Dobbs Journal, July 1992.

LEARN HOW TO PROGRAM, Gookin, D, Ratcliff, JW, Compute!,1989.

COMPUTER GAME DESIGNERS: KIDS FOREVER, WITH ADULT WORIES, Coco, D, EDN, 1989.

INFLUENCE OF ALTERATION ON THE PATTERN OF LEFT VENTRICULAR DIASTOLIC FILLING AS ASSESSED BY DOPPLER ECHOCARDIOGRAPHY IN HUMANS, Stoddard, MF, Pearson, AC, Kerne, MJ, Ratcliff, JW, Mrosek, DG, Labovitz, AJ, American Journal of Cardiology, 1989

DOES FULL-DISCLOSURE AMBULATORY ECG FULL DISCLOSE?, Kennedy, HL, Capes, BL, Smith, SC, Mizera, J, Ikpeama, CC, Metzener, DE, Ratcliff, JW, American College of Cardiology, 1989.

INFLUENCE OF LEFT VENTRICULAR CHAMBER STIFFNESS AND RELAXATION ON DIASTOLIC FILLING, Stoddard, MF, Pearson, AC, Kern, MJ, Ratcliff, JW, Labovitz, AJ, Xth Congress of the European Society of Cardiology, 1988.

CREATIVE PROBLEM SOLVING WITH EDUCATIONAL SOFTWARE, Ratcliff, JW, St. Louis Education Conference, 1988.

LEFT VENTRICULAR DIASTOLIC FUNCTION: COMPARISON OF PULSED DOPPLER ECHOCARDIOGRAPHIC AND HEMODYNAMIC INDICES IN SUBJECTS WITH AND WITHOUT CORONARY ARTERY DISEASE, Pearson, A, Neslon, J, Kanter, J, William, J, Labovitz, A, Ratcliff, JW, Journal of American College of Cardiology, 1988

VIDEO KICKS, Ratcliff, JW, Uptime, 1988.

EXPANDO/CONTRACTO, Ratcliff, JW, Uptime, 1988.

CROSSWORKS, Ratcliff, JW, Uptime, 1988.

EVALUATION OF THE ACUTE EFFECTS OF AORTIC BALLOON VALVUPLASTY ON LEFT VENTRICULAR DIASTOLIC FUNCTION, Stoddard, MF, Pearson, AC, Labovitz, AJ, Kern, MJ, Deligonul, Ratcliff, JW, Vandormael, MG, American Federation for Clinical Research.

GESTALT: AN INTRODUCTION TO THE RATCLIFF/OBERSCHELP PATTERN MACHING ALGORITHM, Ratcliff, JW, Metzener, DM, Dr. Dobbs Journal, 1988.

HOTRODDING THE EGA AND VGA, Ratcliff, JW, Abrash, M, Big Blue University, San Fransico, CA, 1988.

EFFECT OF SAMPLE VOLUME LOCATION ON PULSED DOPPLER-ECHOCARDIOGRAPHIC EVALUATION OF LEFT VENTRICULAR FILLING, Pearson, A, Neslon, J, Kanter, J, William, J, Labovitz, A, Ratcliff, JW, Journal of Cardiac Imaging, 1988.

WRIMAGE, Ratcliff, JW, Compute! PC, 1988.

COMPARISON OF PULSED DOPPLER ECHOCARDIOGRAPHY AND RADIONUCLIDE ANGIOGRAPHY IN THE ASSESMENT OF LEFT VENTRICULAR FILLING, Pearson, AC, Goodgold, H, Labovitz, AJ, technical assistant Ratcliff, JW, American Journal of Cardiology, 1988.

TREES, Ratcliff, JW, Nibble, 1988.

AMBULATORY ELECTROCARDIOGRAPHY AND COMPUTER TECHNOLOGY - PRACTICAL ADVANTAGES, Kennedy, HL, Ratcliff, JW, American Heart Journal, 1987.

PATTERN RECOGNITION: A NEW APROACH TO EDUCATIONAL SOFTWARE, Ratcliff, JW, II Computing, 1987.

PRACTICAL ADVANTAGES OF A COMPUTERIZED AMBULATORY ELECTROCARDIOGRAPHY NETWORKING SYSTEM, Ratcliff, JW, Sprague, MK, Hentzen, LS, Kennedy, HL, 13th International Electrocardiology, Washington, D.C., 1986.

EFFECT OF ETHMOZINE ANTIARRHYTHMIC THERAPY ON SERUM DIGOXIN CONCENTRATIONS, Kennedy, HL, Redd, RM, Blum, RI, Sprague, MK, Smith, SC, Ratcliff, JW, Cardiovascular Pharmacotherapy International Symposium, 1985, Geneva, Switzerland.

 

Press

 

A Thinking Person’s Guid to Business Leads, St. Louis Business Journal, January 5, 2001.

Let the Computer Games Begin, Cover Story, Larry Holyoke, St. Louis Business Journal, December 29, 2000.

 

 

Hobbies / Interests

 

Noble of the Moolah Shrine, Saint Louis, Missouri.

Napthali Lodge #25, Past Master, Saint Louis, Missouri.  Worked to document the history and promote the preservation of the New Masonic Temple.

Wentzville Lodge #46, Senior Warden, Wentzville, under the Grand Lodge of Missouri

Chairman of Troy DeMolay Chapter, Order of DeMolay Missouri and DeMolay International.

Member of the Lake Saint Louis Lions Club, Lions Club International

Member of the advisory board of the LOGIN game conference.

Graphic artist.  Portfolio located here.

 

 

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