TD Securities
DevOps Solutions Architect (Contract)
Starting

DevOps Solutions Architect
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DevOps Solutions Architect (Contract)
Starting
Senior software engineer and architect with 18+ years of professional development experience, spanning PC, consoles and mobile platforms. Shipped 20 AAA products at EA across 9 platforms.
Generalist with long-standing interest in architecture, configuration management, testing and complexity management for very large-scale systems.
Broad technical interests, spanning from wearables, mobile and games to cloud, web, virtualization, containerization, VR and AR. Platform and framework development are of particular interest. Always learning. Recently shipped the first Mono (.NET) runtime for the Tizen OS, and now working on Mono for Sailfish. Loving open source participation.
Target platforms - Products shipped for PC (Win95, Win98, Vista, XP, Win7), PS1, PS2, PS3, PS4, XBOX, XBOX360, XBOX One and GameCube. Currently developing for iOS, Android, Tizen and Sailfish.
Host platforms - Windows-only for decades. Now almost entirely Mac OS X, with a smattering of Linux.
Languages - Majority of experience using C++ (nearly 20 years experience) with plenty of C# and Python too. Has also used Java, Objective-C, Perl and Ruby professionally. Many other languages for fun.
Development tools - Visual Studio, Unity3D, MonoDevelop, xcode, Eclipse, VC++, GCC, Clang, NAnt, Ant, MSBuild, make, Perforce, Git, Github, SourceTree, JIRA, Confluence, Hansoft, DevTrack, PC-lint, Understand for C++, Lattix, ANTLR, and many more.
Side-business (Kitsilano Software) is focused on free and open-source software, mobile and wearables, as well as being a vehicle for contracting and consultancy.
Bringing DevOps and Agile to a waterfall workplace.
Bringing the productivity of C# and .NET development to GNU/Linux mobile.
Contracting and consulting.
Auditing and advising.

Prototyping of possible future titles (Unity3D).

Working on Unity3D mobile game for iOS and Android, to be published by Bandai Namco.
Acquired mobile experience working on UFC mobile (Android and iOS) for about 8 months.
Building tools and web pages to help with cross-team integration and sharing. Work on understanding and improving our Perforce Stream flow.
General systems work on UFC PS4/XBOX360.

Appointed as the first dedicated Architect for EA Sports as a whole, reporting directly to the CTO. Leader of the new Architectural Council, which was working towards a cohesive architecture across all EA Sports titles, and towards codebase convergence. Bringing the experience of the "Wireframe" framework to the Sports Label as a whole. This initiative was superseded by "EA Sports Ignite"

Architect for “Wireframe 2.0” framework used for NHL and UFC. Layered architecture composed entirely of versioned packages with clean split between technology and game-specific code. Worked across 3 platforms, split into 10 domain-specific DLLs (rendering, online, gameplay, etc). 12 months of development.
Also working as Architect for the UFC/NHL/SSX development group as a whole during this period.
Built scripts to create a "Perfect Perforce Mirror" to replicate content from one server to another with perfect replication of integration history, dates, users, etc. on a per-changelist basis. This was used to consolidate multiple servers, bringing 3 years worth of history for NHL over a new shared server, with full history.
Designed and oversaw development of a Perforce account administration script which syncs permissions and groups defined in text-files to the server, so we have full history of all permissions changes, and so that administration can be delegated to non-super-users on a per-project basis. That included "hiding" repositories and all permissions associated with those for NDA enforcement.

Designed TechTracker tool which was used to comprehend technology use, drift and technical debt across EA Sports, covering 30+ workspaces and 1000+ packages. Working on a technology alignment initiative under the direction of the studio CTO.

Technology alignment work, including involvement in a sports-wide initiative to align on rendering technology.
Major refactoring of FIFA prior to FIFA12 product year, moving the code into a layered, acyclic architecture, with DLLs for various of the components. Build system changes to “hide” implementation packages when building particular components. Using Understand for C++ and Lattix for code-comprehension.
Kickstarted the product work on FIFA PC - the continuation of the advance work into production through to Alpha.
Worked on the first FIFA Ultimate Team title, and subsequently on DLL-izing that feature.
Technical Director for new FIFA Advance Team for a few months before reverting to SE role. Getting the PS3/XBOX360 codebase working on PC again. Ported UI technology.

Technical lead for Configuration Management technologies at EATech (worldwide central technology group) for around 2 years, supporting code build technology used by all teams and studios.
Designed and built key technology and testing infrastructure for the RenderWare Modularization Project where we split the RenderWare monolith up into ~60 components and converted from a makefile system and installer to individual source-code released based on the EA packaging system. There was a huge testing matrix and strong backwards-compatibility requirements.

Technical lead for Configuration Management group which grew organically from FIFA06 to cover the entire EA Canada studio in just under a year during and slightly after XBOX360 transition year. Built SLN-generation tools, patching utilities, automated build systems and various other infrastructure to support the platform transition.
Online Lead SE for FIFA05, the first version to use XBOX LIVE. Also migrated the mishmash of VCPROJ, makefiles and makefile generation processes into a single cross-platform NAnt-based code build system. Designed and oversaw development of "nantToVSTools" which is a VCPROJ/SLN generation system based on the existing NAnt build scripts. That workflow is now used by the whole company. It was originally implemented so that we could have full IDE integration and leverage IncrediBuild, while retaining a cross-platform build definition language.
Led SourceSafe to Perforce transition for FIFA 2004. Revamped all automated build and testing systems and disk-generation pipeline.

Built the parser and runtime for custom scripting language used on Harry Potter and the Chamber of Secrets PS2 (using Antlr), with runtime bytecode interpreter. Programming work for cut-scenes.
Programmer on two soccer management titles. Merged two entirely independent PC codebases - a soccer management front-end and the FIFA arcade backend. Work on stadium building pipeline.
PC and PlayStation development on titles which never made it to market.

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