Version 1 (modified by bhook, 13 years ago)

Brian Hook's Resume

Brian Hook,


I'm not actively looking for a full-time position at this point, but if one is offered that allowed me to stay in the Atlanta, GA region (preferably Cobb County) I'd consider it, as long as the work is interesting. My background is with graphics and networked multiplayer games, however I'm interested in many different facets of game development. I am available for contract software development and consulting through my company Hooka Tooka.

In A Nutshell

  • Experienced game programmer, having worked on three AAA titles (Quake 2, Quake 3, and Everquest 2)
  • Broad background with numerous fields, including sound, resource management, scripting, 3D graphics, and networking
  • Team lead/management experience
  • Very strong writing and speaking (published author and GDC lecturer)
  • Versed in a variety of technologies, including C, C++, Python, Lua, OpenGL, DirectX, SQL, PHP, Zope, Trac, (X)HTML, and CSS
  • Strong cross-platform development experience (Linux, OS X, embedded, Windows, PalmOS, PocketPC)


Attended the University of Florida for 2 years.

Writing & Lecturing

Author of two books on software development, Write Portable Code (No Starch Press, 2005) and Building a 3D Game Engine in C++ (J. Wiley & Sons, 1996). Former columnist for Game Developer magazine. Wrote articles for Game Developer, Dr. Dobb's Journal, and PC Techniques magazines. Lecturer and roundtable host at GDC.

Employment History

  • Pyrogon/Hooka Tooka (2001-present)
    • Founder, game designer, and sole programmer for downloadable family games
    • Contract software developer
  • Verant/Sony On-line Entertainment (1999-2001)
    • Senior Technology Architect, developing core technologies for massively multiplayer games
    • Lead Programmer on Everquest 2 (until 2001)
  • id Software (1997-1999)
    • Programmer, emphasis on 3D graphics technology
    • One of 3 programmers that worked on Quake 2 and Quake 3
  • Silicon Graphics (1996-1997)
    • Contractor on Cosmo OpenGL, a software-rasterization based OpenGL implementation for PCs
  • 3Dfx Interactive (1995-1996)
    • Programmed, designed, implemented, and documented the Glide API, the leading 3D graphics API for consumer 3D hardware acceleration at the time