Mark Wang

Lead Engine Architect at Cooliris

San Francisco Bay Area

Current
Past
Education
  • Stanford University
  • Stanford University
  • Monta Vista
Connections
346 connections
Industry
Computer Games
Websites

Mark Wang’s Summary

I'm a programmer focusing on low-level rendering, tools and visual effects, born, raised, and currently working in Silicon Valley, CA, USA. In the past, I've been also been fortunate enough to work in Shanghai, China, Annecy, France, and Singapore but for now, there's no place like home.

Fluent in English and Mandarin, I feel most at home in international airport lounges and have a keen personal interest in the East Asia region, particularly China, Japan, and the DPRK (North Korea). To this end, I'd like to stay in East Asia for several years, getting more experience in the gaming world under my belt as well as improving my language, business, and cultural awareness. My ideal long term goal is to start a technology-related company or be in another capacity able to make a positive impact on people and society here.

Mark Wang’s Specialties:

real-time rendering, shading techniques, physically-based modelling, low-level optimization, OS and systems programming, cross-cultural management


Mark Wang’s Experience

  • Lead Engine Architect

    Cooliris

    (Privately Held; 1-10 employees; Internet industry)

    July 2008Present (5 months)

    Changing the way users interact with online media.

  • Software Design Engineer II

    Microsoft

    (Public Company; 10,001 or more employees; MSFT; Computer Software industry)

    March 2008July 2008 (5 months)

    Worked on features for an enterprise cloud computing platform. Wrote specification and implemented a prototype for a XML-based correctness and performance testing framework using C# and .NET.

  • 3D Engineer

    Ubisoft

    (Public Company; 1001-5000 employees; UBI; Computer Games industry)

    February 2005March 2008 (3 years 2 months)

    Lead re-architecture of a existing engine for a new franchise to target the PS3; managing and mentoring a team of local engineers.

    PS3-specific engine issues and support for Beowulf.

    Graphics and visual effects for Splinter Cell: Double Agent on Xbox 360 and PS3; coding in C++, HLSL/Cg, and UnrealScript. Designed and implemented advanced shader-based material framework allowing artists to create complex lighting/shading models without coding; wrote both runtime and tools code; worked closely with artists and other engineers to identify requirements.

    Performed low-level optimizations on particle and math code.

    Designed curriculum and conducted training courses for new employees on engineering best practices and methodologies. Represented Ubisoft Shanghai at international conferences in the US and Europe.

  • Programmer

    Namco

    (Public Company; 51-200 employees; Computer Games industry)

    December 2003November 2004 (1 year)

    Worked on graphics and visual effects on an unreleased action title for Xbox and PS2 platforms. Duties included writing custom Renderware behaviors and rendering pipelines, including vertex and pixel shaders, and working closely with other programmers, artists, and designers.

    Designed and implemented a scriptable and extensible particle system, supporting compound effects such as trails and secondary emitters, worked closely with senior artist to achieve desired effects for gameplay.

    Designed, developed, optimized interactive water in game: physical simulation, and rendering (reflection/refraction).

  • Contract programmer

    Interactive Visualisation Laboratory, Singapore

    (Privately Held; 11-50 employees; Computer Games industry)

    September 2003December 2003 (4 months)

    Implemented a multipass shader framework and sample shaders built on OpenGL/Cg for a military training simulation. Demonstrated dynamic night vision, heat vision effects, with noise, blooming, etc.

    Extended the OpenSceneGraph open source framework to support MPEG playback capabilities in the engine for quick transitions and cutscenes.

  • Independent/freelance graphics programmer

    Self-employed (Self-employed)

    (Self-Employed; Myself Only; Computer Games industry)

    May 2002December 2003 (1 year 8 months)

    Writing demo/experimental code under Win32 focusing on hardware shading techniques and physical modeling; sample projects include cloth/fluid simulation, soft shadows, rigid body dynamics, NPR.

    Helped review, revise, and edit articles and code for ShaderX 2, a book on advanced shading and GPU techniques.

  • Engineer

    E.piphany Inc.

    (Public Company; 501-1000 employees; EPNY; Computer Software industry)

    April 2000May 2002 (2 years 2 months)

    Contributed to multiple tiers of major CRM application (used by 35% of Fortune 100) using C++, SQL, Java. Interfaced extensively with other development groups and product management, QA, and customer support teams.

    Owned back-end server-side data storage infrastructure code (an XML-based file system abstraction on top of a database layer) over entire product cycle, handling specification, design, implementation, internationalization, testing correctness/performance, making enhancements as requested by internal and external developers.

    Designed and implemented 100% browser-based UI for various parts using DHTML, CSS, Javascript.

  • Engineering Intern

    Silicon Graphics, Inc.

    (Public Company; 1001-5000 employees; SGI; Computer Hardware industry)

    June 1998September 1998 (4 months)

    Synthesized knowledge of 3-D visualization and color theory to research and implement feature for selecting optimal color maps in the Mineset data mining tool using OpenGL, C++, Java, JNI, Swing.

    Analyzed features of other visualization products and made recommendations for future development.

  • Student Software Developer

    Stanford University Residential Computing

    (Educational Institution; 5001-10,000 employees; Higher Education industry)

    May 1996May 1998 (2 years 1 month)

    Helped design and implement secure print accounting infrastructure using server-side C, Perl and csh on Solaris, adopted on a campus-wide basis at Stanford University.

    Wrote and maintained internal and external administrative applications for the Residential Education department using Perl, CGI, and SQL, working with many non-technical users to develop specifications and requirements.

  • Software Design Engineer Intern

    Microsoft, Inc.

    (Public Company; 10,001 or more employees; MSFT; Computer Software industry)

    June 1997September 1997 (4 months)

    As part of the Office 2000 team, helped define methods and shared API for efficient and robust encoding of vector graphics in bitmap formats to retain editability. Implemented export/import and internal tools using C++, C.


Mark Wang’s Education

  • Stanford University

    MS, Computer Science, April 1998June 2000

  • Stanford University

    BS, Computer Science, September 1995June 1999

  • Monta Vista


Additional Information

Mark Wang’s Websites:

Mark Wang’s Interests:

Computer graphics, multimedia, animation, Digital photography, video production, PC and console games (especially RPG/RTS/simulation genres), Any type of good food (especially Japanese), International travel, Aviation, Running, swimming, Sci-fi, Anime, China, Japan, North Korea.

Mark Wang’s Groups:

ACM, SIGGRAPH, IGDA.


Mark Wang’s Contact Settings

Interested In:

  • career opportunities
  • consulting offers
  • new ventures
  • job inquiries
  • expertise requests
  • business deals
  • reference requests
  • getting back in touch

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