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Jeremy Gordon

Jeremy Gordon has spent the last ten years running small self-funded game development companies. For the past five years Jeremy has served as the President and CEO of San Francisco based Secret Level, developers of tools, technology and game titles for the console and PC game markets. At Secret Level Jeremy has helped create and grow strategic relationships with companies such as Epic Games, UbiSoft, Atari and LucasArts Entertainment Company in addition to driving and contributing to Secret Level's tools and technology strategies.

Q. How did you get involved in the computer graphics industry?
A. I was given the opportunity to intern at the U.S. Army Research Labs in Adelphi, Maryland assisting in porting 3D visualization software from Fortran and Tektronics graphics terminals to Cfront and IrisGL on early Silicon Graphics workstations. My mentor, David M. Hull, patiently taught me the foundations of interactive 3D graphics programming, including techniques I still draw on today. While working on the first round of 3D capable consoles, I began programming plug-ins for early versions of Alias PowerAnimator inspired by plug-in pioneers like Jack Liao and Mike Aquino.

Q. How do you use Maya software?
A. At Secret Level we use Maya as a "3D operating system" in which we create all manner of interactive 3D content for games. I am fortunate to be personally involved in designing and architecting our Maya based content authoring solutions in both C++ and MEL.

Q. What projects have you worked on?
A. In addition to participating in our executive staff, I've been recently involved in a range of different game projects. I helped to design the consumer level toolsets that link Alias' Maya Personal Learning Edition with the level editor of Epic Games' phenomenally successfully Unreal Tournament series. I've also been involved in designing and architecting production tool pipelines for use in Secret Level titles such as Magic: The Gathering – Battlegrounds for Xbox Live as well as our upcoming next-next generation console projects.

Q. What makes this industry so exciting to you?
A. The constant challenges and rapid pace of innovation are aspects that I love about 3D computer graphics; but I probably love the way the industry blends creative and technical disciplines even more!

Q. Where do you see the industry going in the next five years?
A. I believe that the hard won techniques and practices developed by disparate users, for example game users and film users, will continue to cross pollinate and influence each other in the coming years.

Q. What words of wisdom do you have for anyone interested in entering the world of 3D computer graphics?
A. It's a great time to get involved in the world of 3D computer graphics! With products like Maya Personal Learning Edition, and graphics languages like Cg and HLSL, the level of tools once unattainable on a personal basis are now available to anyone with a consumer level graphics card and access to the Internet. The industry is mature enough that you don't need to invent the wheel on your own, but still young enough that individuals can make a substantial contribution. Participate in on-line forums and challenges, attend industry conferences like Siggraph and GDC and don't be afraid to experiment and question the status quo!