Pete Isensee

Email Pete
www.tantalon.com
pkisensee.spaces.live.com


Experience

Development Manager, Microsoft, Oct 2007 - present

Microsoft XNA Professional Game Platform development team manager. Leading a large team of software engineers creating the low-level technology used by all Xbox 360 and Windows games. Technology components include 3D graphics libraries (Direct3D), audio libraries (XAudio), Xbox LIVE client libraries, and various input libraries, as well as industry-regarded performance tools like PIX. This technology is delivered quarterly in the Xbox 360 Software Development Kit (XDK) and the DirectX Software Development Kit.


Development Manager, Microsoft, Feb 2006 - Oct 2007

Microsoft XNA Developer Connection development team manager. Led a team of software engineers supporting game developers working on Xbox 360, Windows Vista and other Microsoft gaming platforms. The XNA Developer Connection evaluates game performance issues, optimizes game code, answers technical questions, and engages in research, development and education that improves the lives of game developers worldwide.


Lead Software Engineer, Microsoft, Jan 2001 - Jan 2006

Xbox Advanced Technology Group development team lead. Led a team of ten software engineers working on Xbox and Xbox 360 research and development, performance issues, game technology and tools.


Senior Network Engineer, Emerald City, Dec 1999 - Dec 2000

Internet and client-server developer for Emerald City Technologies, a company that created massively multiplayer 3D games and game technology for the Internet.


Senior Software Engineer, World Opponent Network (WON.net, now Uproar), Aug 1998 - Nov 1999

Internet developer for WON.net. Enhanced existing lobby-based software designed as the entry point for dozens of existing Win32 multiplayer games. Used by over 10,000 players on a daily basis. Lead developer of WONplay, a web-based technology for downloading and launching multiplayer games with a single click. Initially rolled out with Hoyle casual card and board games; later used for Bezerk games like Acrophobia.


Software Design Engineer, HyperBole Studios, Jan 1994 - June 1998

Lead engineer and systems architect of HyperBole’s VirtualCinema high-performance media playback engine. Managed a six-person team that used object-oriented solutions and leading video, graphics and database technologies. Championed standard coding conventions and defensive programming techniques. Helped educate management on the vagaries of software development.


Software Engineer, Peopleware, June 1990 - Jan 1994

Programmed a large-scale multiuser database application for seminar and meeting management. Helped create and upgrade reusable software modules built on a powerful database library.


Education

B.S. Computer Engineering, cum laude; English minor, Pacific Lutheran University


Operating Systems

Xbox 360, Xbox, Win32, Win64, Mac OS


Languages

C++ (since 1993; emphasis in STL, class design, templates, generic programming, security, optimization and robustness)


Software Tools, Libraries and Protocols

Visual C++, STL, TR1, DirectX, WinSock, PC-Lint, TCP/IP, UDP, HTTP, XML, SMTP, IPSEC


Professional

Featured speaker at the Game Developer Conference

Other events and conferences:

Contributing author to:

Editor for:


Interests

Music, wines, games