Larry DochertyDeveloper BIO
Larry Docherty graduated with a B.Sc. Hons. Computer Science from the University of Strathclyde Glasgow in 2001, where he studied classes in graphics, object-oriented design and implementation, low-level programming, computer architecture and design, algorithmics, VLSI design, compilers, human-computer interfaces, and others.
Between July 2001 and August 2002, he worked at
Criterion Studios Guildford with C/C++ using the Renderware platform, principally on Xbox and PS2, on:
- Burnout 2 (PS2, Acclaim): main areas were camera systems (in-game and post-race replays), game mode programming (tutorial and crash-for-cash), ingame HUD and Front-end.
- Burnout (Xbox, Acclaim): main areas were porting (pad, memory card and file handling library conversion), graphics (basic vertex shaders for env. mapping and car deformation), in-game HUD and Front-end. Also basic build process functionality using command-line tools and batch files.
- Airblade (PS2, Sony): worked briefly on physics and front-end.
He then went to work at
VIS Entertainment Edinburgh, on the following games:
- Brave (PS2, Sony): main areas were camera systems (in-game), in-game HUD (and lower-level 2D & display functionality used for front-end), AI character implementation, gameplay programming and gameplay scripting.
- State of Emergency 2 (PS2): worked on prototyping various systems, including cameras, HUD, tactical AI & group control, and various gameplay mechanics.
- Worked on first-pass AI character implementation and gameplay mechanics for an as-yet unannounced third-person action game.
Websites
- Cubo -- Personal homepage
Games CreditedKillzone 2 (2009), Sony Computer Entertainment Europe Ltd.
Brave: The Search for Spirit Dancer (2005), SCEE
Burnout (2002), Acclaim Entertainment, Inc.
Burnout 2: Point of Impact (2002), Acclaim Entertainment, Inc.