Senior Software Engineer - Infineon Technologies - March 2011 to Present (Infineon purchased Cypress. Cypress purchased the IoT division of Broadcom)
Working on IoT device support

Senior Software Engineer - THQ, Inc. – Volition, Inc. - August 2006 to November 2010

Audio Programmer, Red Faction: Armageddon and Saints Row: The Third

Audio Tool Engineer, Core Technologies Group Audio programmer, Red Faction: Guerrilla. Senior Software Engineer Sony Computer Entertainment America - June 2004 to  July 2006
Part of the team designing and implementing the next generation of Sony home entertainment products.

Software Manager, Senior Software Engineer Planetweb, Inc. - August 1996 to August 2003
I joined with the job of moving the Planetweb Browser software from a SEGA Saturn only product into a cross-platform product.
Completed ports of the product (from start to GOLD) 98% “C”, 2% Misc. Assembly Languages:
Other completed software projects include:
Senior Software Engineer Digital Pictures, Inc. - November 1992 to March 1996
At Digital Pictures, we created Full Motion Video (FMV) Games. I co-designed four interactive FMV games, was the sole programmer on three of those games, and co-programmed the fourth. Two of the games that I was sole programmer on won awards:

Owner, Actor DeFrisco Entertainment - February 1989 to March 1992
I have acted (on-screen and voice-over) for numerous industrial videos (IBM, Tandem, Inktomi), a few commercials (Toyota, Wheel of Fortune), student films and video games (Leather Goddesses of Phobos, Part II).  Completed 2 Atari 2600 game titles (100% 6502 Assembly Language).

Firmware Engineer Axlon, Inc. – 1986 to 1989
Axlon created handheld electronic toys. While at Axlon I worked on 7 handheld button-and-light type games (100% Assembly Language on 4-bit Microcontrollers), a robotic dog (6502 Assembly Language), and an Atari 2600 title (100% 6502 Assembly Language). In many cases, I also created the first-pass hardware design. All of the projects used stand-alone microprocessors or microcontrollers.

Software Engineer Imagic, Inc. - 1982 to 1986
Hired as a summer intern, I designed and programmed “Tropical Trouble” for the Mattel Intellivision game system (100% GP1610 Assembly Language). I was hired full-time and completed three other game projects (all 100% Assembly Language) and a 6502 development system. 


Skills

Assembly Languages
I have programmed for the 68000 family, 6500 family, GP1610 microprocessors, the NEC75308, COP400 family, Hitachi H8, MIPS-X, R5000, and 6800 family of microcontrollers. I have found compiler bugs in compiled R5000, MIPS-X and x86 code.
High-level Languages
I am very proficient in “C” (8 years experience). I can handle JavaScript and HTML. I have also used C++, Pascal, Fortran and PLZ-1.

Tool Design
I have designed and implemented software-debugging environments, Sprite engines, APIs for internal and external software development, and initial hardware designs for simple microcontroller based systems.

Game Design
I have participated in game designs for many types of games including Sports (Baseball, Boxing, Basketball), adventure (text, hack-and-slay), twitch (racing, pursuit), and puzzle (Tetris-like). Two game designs I worked on (“Prize Fighter” and “Slam City with Scottie Pippen”) won awards.

Computer Systems (Programming)
I have direct programming experience on XBox 360, PS3, PS2, Nintendo Gameboy Advance, SEGA Genesis/SEGA CD, SEGA Saturn, SEGA Dreamcast, Atari Lynx, Apple II, Atari 800, Atari 2600, Commodore 64, Super Nintendo, MS-DOS, Macintosh, and a number of DVD platforms.

Computer Systems (Environment)
I have developed software under MS-DOS, Windows, Macintosh, Amiga, and Unix based systems. I have also used many In-Circuit Emulators and real-time software debugging systems. 



Comprehensive List of Projects

THQ, Inc. – Volition, Inc. - August 2006 to Present
Audio Programmer, Unannounced product

Audio Programmer, Red Faction: Armageddon
Audio Tool Engineer, Core Technologies
Audio Programmer, Red Faction: Guerrilla


Planetweb, Inc. – Software Manager / Senior Software Engineer
Browser Porting from start to finish (Gold release to customer) 98% “C”, 2% Misc. Assembly Languages:
8x8 Videophone – MIPS-X, no OS, 33.6K modem, YCrCb display, 1MB RAM, 2MB FLASH ROM

MEI / Panasonic Videophone – 8x8 based, additional H8 processor (MIPS-X can’t access FLASH ROM)
Nishiden Guy Surfer – x86 based, no OS, VGA, 8MB RAM, 4 MB FLASH Nishiden Guy Surfer – Japanese, Spanish, Finnish Language display / input versions (3 SKUs). NSC / Mediamatics P1 DVD Player – MIPS-X, no multiply/divide, Nucleus OS, YUV display NSC / Mediamatics P1 DVD Player – Chinese (Big5) version EspriTV – x86 based, noOS, Ethernet, TV Controls, Closed-Captioning and V-Chip support
Hardware interface level support: NSC / Mediamatics P2 DVD Player - MIPS-X, no multiply/divide, Nucleus OS, YUV display, simultaneous Browsing and DVD playback SEGA Dreamcast – use of texture maps, rotation and scaling of sprites Zoran DVD Player – MIPS-X, proprietary OS, RGB, 8MB RAM, 2 MB FLASH
API Design and Implementation:
PW_API – controlling of browser from external program UI Elements – All UI Element display and functionality (cursor, highlights, titlebar, etc.) Dialogs – All Dialog display and functionality TV Controls –All UI display and Functionality (Brightness, Contrast, etc. )
Closed Captioning – UI, parsing and display “V-Chip” – UI, parsing, passwords, functionality
Digital Video Recorder API (“C” level API and API to local hardware) JavaScript APIs:         Mouse Control        
DVD Control        
Email Access with attachments        
Digital Video Recorder Control        
Sound Playback Tools:
Tool for downloading / burning code & file system into hardware (Nishiden, others)  

Digital Pictures, Inc. - Senior Software Engineer / Senior Game Designer
Games: 
“Maximum Surge” for the SEGA Saturn (Co-design, co-programming). 
“Slam City with Scottie Pippen” for the SEGA CD and 32X (Co-design, sole programmer, won awards).
“Prize Fighter” for SEGA CD (Co-design, sole programmer, won awards). 
“Citizen X” for SEGA CD (Co-design, sole programmer, unreleased).
Tools:
Proprietary object/sprite engine for SEGA CD games (Design and programming) (100% 68000 Assembly Language).
Proprietary software debugging tool for SNES (Design and programming) (90% C, 10% 65816 Assembly Language).
Proprietary software for integrating image, audio and data  into video streams (Programming) (100% “C”).
Proprietary software for interleaving multiple video streams (Design and programming) (100% “C”).  

DeFrisco Entertainment – Owner
Games:
“Styxx and Bones” for the Macintosh (Co-design and sole programmer - Vent, Inc.) (100% “C”).
“Baseball Heroes” for the Atari Lynx (Design and sole programmer - Atari, Inc.) (100% 6502 Assembly Language).
“Secret Quest” for the Atari 2600 (Design and sole programmer - Atari, Inc.) (100% 6502 Assembly Language).
“MotoRodeo” for the Atari 2600 (Design and sole programmer - Atari, Inc.) (100% 6502 Assembly Language).
“Klax” for the Atari 2600 (Programmer - Atari, Inc.) (100% 6502 Assembly Language).
Other Programming:
Teacher, game programming for Homestar, Inc. (In Taiwan).
“Fiber Calculator” for A & M Models, a children's museum piece (Programmer,  hardware design) (100% 6805 Assembly Language).
Other Entertainment:
Voice-over actor and co-director of voice-over talent for “Leather Goddesses of Phobos, Part II” (Mediagenic).
Producer, actor, director, cameraman, editor of 10-minute multimedia presentation for Vent, Inc.  

Axlon, Inc. - Software Engineer Electronic Handheld Games (all 100% Misc. Assembly Language):
“Frenzy”, electronic “Twister” type game (Co-design, initial hardware design and sole programmer).
“Gridley”, stand-alone concentration-type game (Co-design, initial hardware design and sole programmer).
“Star Time Stage”, stand-alone electronic puppet show with play/record capabilities (programmer).
“Turn-It-Up”, hand-held quick-reaction game (Initial hardware design and sole programmer).
“Unscramble”, a stand-alone word unscrambling game (Co-design, initial hardware design and sole programmer).
“Handheld Pinball”, a stand-alone hand-held game (Initial hardware design and sole programmer).
“Bit Pong”, a stand-alone hand-held game (Sole programmer). Video Game:
“Secret Quest” for the Atari 2600 (Design and sole programmer).
Misc.:
“Robopup”, a robotic dog, with digitized speech, ultrasonic avoidance and a real‑time clock ( Co-design and programming).
A built-in guitar tuner for B.C. Rich (Sole programmer).
Code to control radio-controlled “TechForce Robots” for Commodore 64 and Atari XL computers (Sole programmer).  

Hippopotamus Software, Inc.- Software Engineer 
“Hippo Simple”, a free-form database for the Amiga (Sole programmer - unreleased) (100% “C”).  

Bantam Books, Inc.- Software Engineer
“Sherlock Holmes II”, a text adventure for the Apple II (Sole programmer) (100% ”C”).

The Berkeley Softworks, Inc.- Software Engineer 
“H.E.R.O.” for the Atari 800 and Atari 5200 (Port - sole programmer) (100% 6502 Assembly Language).  

Imagic, Inc. - Software Engineer 
“I, Damiano”, a text adventure game for the Apple II ( Co-design and sole programmer) (100% “C”). 
“Tropical Trouble” for the Mattel Intellivision (Design and sole programmer) (100% GP1610 Assembly Language). 
“Shooting Arcade” for the Mattel Intellivision (Port - sole programmer) (100% GP1610 Assembly Language). 
“Wing War” for the Atari 800 (Co-design and sole programmer) (100% 6502 Assembly Language). 
A proprietary 6502 based development system (Sole programmer) (100% 6502 Assembly Language).  
Steve DeFrisco