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Replies to post #227266 on NanoTech Entertainment Inc (NTEK)
squeak1
09/04/14 1:21 PM
#227267 RE: nuubie #227266
morgan8
09/04/14 1:25 PM
#227268 RE: nuubie #227266
Nikodemos
09/04/14 1:32 PM
#227269 RE: nuubie #227266
Brown holds numerous patents with Sony, Avistar, Futuretel, Emuzed and Hitachi for software development related to compression, storage, streaming, networking and 3D. While manager and senior software engineer at Pinnacle Systems, he was a primary contributor on a compression-related Technical Emmy and a significant contributor on a small team for a second Technical Emmy. Brown’s previous experience also includes software development for Amazon, DirectTV and Sonic Solutions. Brown has a B.S. in Computer Engineering from the University of Illinois and an M.B.A. in Management/Finance from Santa Clara University. In his new role, Brown will focus on porting NanoTech’s UltraFlix 4K streaming video distribution service to several major 4K TV brands as well as the emerging 4K-capable smartphones. He will also provide support for several strategic Nuvola Multiple System Operator (MSO)/cable TV company customers.
NanoTech Appoints Blake Brown Lead Technical Developer for its Global Media Business: Award-winning, Multiple Video-related Patent Holder to Focus on Porting UltraFlix 4K OTT Video Service to Major 4K TV Brands and Upcoming 4K Smartphones in Addition to Providing Nuvola 4K OTT Streaming Media Player Support for Cable TV Companies
This team will also be working with the Nuvola team to create second screen add-on apps for the Nuvola product line allowing people to use their mobile phone and tablets to interact with the Nuvola products.
krid60
09/04/14 1:40 PM
#227270 RE: nuubie #227266
Where's that license from the Nevada Gaming Commission for the Advantage Play High Limit Pinball game?
09/04/14 1:50 PM
#227274 RE: nuubie #227266
Qualifications: • Over 20 years of professional experience; full life cycle of video game Production • Hands-on game development for iOS, Wii, Xbox360, PS3, PC, and Arcade • 3D modeling skill in Maya, 3DS MAX, SketchUp, and Multigen Creator • Familiar with Photoshop, Illustrator, MS Office suite, version control, project tracking software • Understanding of Renderware, Radiant, Unreal, Lua, C++, scripting animations, events, AI • Creative problem solving, written and verbal communication skills, nagging attention to detail Experience NanoTech Entertainment, IncCreative Director NanoTech Entertainment, Inc March 2014 – Present (5 months)Las Vegas, NV Awesome things are happening! Game Designer Freelance Game Design work May 2013 – February 2014 (10 months)Greater Los Angeles Area 12/2013 - 01/2014 Big Red Button Entertainment - Level Design, CryEngine3, WiiU 11/2013 - 12/2013 Personal project - C#, Gameplay and Procedural generation, Unity, Mobile 09/2013 Magic Pixel Games - Level Design, Mobile Magic Pixel GamesDesigner, Co-founder Magic Pixel Games March 2010 – May 2013 (3 years 3 months)Greater Los Angeles Area “Unannounced Titles” - iOS, Android - Contributed to monetization, social, combat, and character designs - Iterated on Level designs to refine pacing and AI systems "Stick to It!" - iOS - Created hundreds of levels, and a majority of the 80 that shipped - Prototyped dozens of physics widgets with 2D sprites "Carnival Island" - PS3 - Managed two content Designers - Prototyped, modeled, and fine-tuned gameplay across all attractions - Scripted camera, AI, animation sequences Electronic ArtsLead Designer Electronic Arts May 2008 – March 2010 (1 year 11 months)Los Angeles “Unannounced Title” – Kinect - Facilitated rapid design prototyping on Microsoft’s ‘controller-free’ hardware "BOOM BLOX Bash Party" - Nintendo Wii - Managed Design team of eight, four of which worked remotely - Championed the vision of the game, introduced new modes, levels, and characters - Built, polished, and critiqued thousands of levels; more than 30 different game types Electronic Arts, Los AngelesSenior Game Designer Electronic Arts, Los Angeles June 2005 – May 2008 (3 years)Los Angeles, Redwood Shores "Boom Blox" - Nintendo Wii - Mentored two junior content designers - Created and polished hundreds of levels for multiplayer and single player modes - Helped clarify the vision of the game through iteration with Design and Production “Medal of Honor: Airborne” - Xbox360, PC - Lead Neptune mission, designing terrain and gameplay using Unreal and 3DS MAX - Sketched 2D layout design documents in Illustrator for 7 Missions “The Godfather: The Game” - PS2, Xbox, PC (@ EA, Redwood Shores) - Designed ‘Horseplay’ stealth mission, contributed to stealth-related mechanics - Scripted pieces of other missions including, enemy AI, and cut-scenes - Assisted in Living World venue design of Hotels, Brothels, and Gambling Rackets Midway Games San DiegoSenior Game Designer (contract) Midway Games San Diego March 2005 – June 2005 (4 months)San Diego “Gauntlet: 7 Sorrows” - PS2, Xbox - Scripted boss AI High Moon Studios (Vivendi Universal Games)Game Designer High Moon Studios (Vivendi Universal Games) April 2004 – February 2005 (11 months) “Darkwatch” - PS2, Xbox - Designed ‘Torture Maze’ and ‘Rescue’ levels, complete with enemies, cut-scenes, and dialog - Tuned physics and gameplay for four-wheeled, Gatling-gun vehicle - Authored Design Documents on Multiplayer Modes, User Interface, and Physics Left Field ProductionsGame Designer Left Field Productions February 2003 – March 2004 (1 year 2 months)Westlake Village “MTX: Mototrax” - PS2, Xbox - Designed and tuned free roaming, freestyle, and race levels in 3DS MAX - Assisted in AI tuning, animated cameras, scripted objectives and events - Edited 100-page Game Design Document Midway Games West (formerly Time Warner Interactive and Atari Games)Lead Game Designer / Associate Producer Midway Games West (formerly Time Warner Interactive and Atari Games) August 1993 – October 2002 (9 years 3 months) “Nitrocity” - PS2 (unreleased) - Edited 75-page GDD - Defined and tuned street-racing layouts “Hot Rod Rebels” – Arcade (unreleased) - Designed and modeled 6 racecourses - Scripted dozens of spectacular stunts with dynamic moving objects “Rush: 2049, Tournament Edition” – Arcade - Defined, tuned event competitions “San Francisco Rush: 2049” – Arcade - Designed and modeled four racing courses complete with stunts and shortcuts - Trained 3D world construction assistant "War: Final Assault" – Arcade (Special Thanks) - Played the crap out of this game against the highly-skilled IT department “Rush: The Rock, Wavenet” – Arcade - Tuned, tested WAN-based simultaneous multiplayer racing “San Francisco Rush: The Rock” – Arcade - Designed race track based on Alcatraz Island complete with stunts and shortcuts - Converted consumer-built race tracks for use in the Arcade - Created hundreds of textures from scanned photo reference “San Francisco Rush” – Arcade - Implemented Time Bonus algorithm based on 8 levels of difficulty “Primal Rage 2” – Arcade (unreleased) - Managed stop-motion animation studio with two animators and three Image Processing Interns - Created game design manual, co-authored Primal Rage Arcade Player's Guide “Primal Rage” – Arcade - Processed of thousands of multi-layer stop-motion animation stills - Contributed to game design, character design, AI, and game tuning - Wrote, edited proposal for U.S. Patent 5,519,826: "Stop Motion Animation System" PATENTS Stop motion animation system CLICK PATENT LINK HERE United States 5519826 Issued May 21, 1996 A system for developing stop motion animation sequences including a lighting system, an image capture system and a video processing system. System for remotely activating a sound in a game unit CLICK PATENT LINK HERE United States 6416412 Issued July 9, 2002 A wide area vehicle driving video game is discussed that includes remote activation of sounds that are communicated to other players across the wide area network. Publications Primal Rage: Arcade Players Guide Infotainment World Books February 1995 Tips, tricks, strategy, and crazy combos for the Arcade