My name is Brian Hook, and my professional career started in 1995 as employee #5 for now-defunct 3Dfx Interactive, where I was the first engineer hired and the original architect and implementor of the Glide API. I left 3Dfx and did consulting for a year or two, working for companies such as NVidia (demos), Trident Microsystems, and SGI (Cosmo OpenGL). In 1997 I got an offer to go work for id software, which I wisely accepted, contributing to Quake 2 and Quake 3. After that tour I moved to San Diego where I worked at Sony Online Entertainment/Verant for about a year and a half. I then branched off to cofound a small games company, Pyrogon, with Rosie Cosgrove.
After that I moved to Atlanta, took a few years off, started (and shut down) a contracting business, decided to become a manager at 3D Realms, and then when that shut down, went back to being an engineer at RAD Game Tools where I'm the lead developer on Telemetry.
I'm the author of two books, Building a 3D Game Engine in C++ (now out of print) and Write Portable Code. I have have written articles for various computer magazines including Game Developer, Dr. Dobb's Journal, and the now defunct PC Techniques, and lectured at the Game Developers Conference.