Ghost Recon Advanced Warfighter 2 (PSP):
I interned at High Voltage Software during the Summer of 2006 (June - September). During that time I worked on the engine team where I fixed bugs and integrated a UI middleware product into the cross platform engine and toolset.
While working with UI middleware product I asked if they had a reference implementation for the PSP. Unfortunately that was one of the platforms for which they did not have an implementation. This forced me to really understand the inner workings of the PSP rendering pipeline and the intricacies of fixed point versus floating point. Interestingly enough after completing the integration process for the PSP, the UI middleware company asked for my implementation as a reference.
Additionaly, I learned many valuable lessons working in console environment that I was not accustomed to in the PC space. One of the most important of those is that despite possibly similarities in API calls, each console has its own set of quirks. This lead me to understand the value of reading the hardware documentation to discover the actual inner workings of the platform.
At High Voltage Software I did the following:- Integrated a Flash UI middleware product on PC, PSP, and Xbox versions of the engine
- Wrote PSP UI rendering code from scratch
- Hooked the middleware product into the engine's memory management system
- Integrated Flash into the tool chain so that it is automatically stripped and packaged for the engine
- Worked with UI design team to ensure UIs fit within memory and needed features were properly supported
- Worked with artists to implement rendering bug fixes on the PSP and implement new functionality to conform with existing PS2 rendering code


