| LucasArts Entertainment Company | |
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Gladius Lead, R2 Coding Unit PS2 graphics engine, optimization, VU coding. |
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Lead of R2 Coding Unit, 2003 |
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Red Rock
RTX Lead, R2 Coding Unit PS2 graphics engine, optimization, VU coding. |
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Star
Wars Bounty Hunter Sr. Programmer PS2 Graphics and Skinning Engine, Optimization, VU coding |
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Jedi
Starfighter Sr. Programmer Graphics Engine rewrite, general optimization, VU coding. |
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| Lucas Learning | |
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Unannounced Title Sr. Programmer, Co-Designer Scripting System Engine and Compiler |
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Star
Wars Super Bombad Racing Lucas Learning/pub LucasArts Special Effects |
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| Disney Interactive | |
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LifeCycle Designed and helped implement a complete online production management and asset management system. Included version control and build automation. |
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Simba's
Pride Gamebreak Designed Paddle Bash, Conga Longa, and Cub Chase, and hundreds of levels for them. These games have unique simultaneous cooperative/competitive modes. |
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Arcade
Frenzy Production management, Budgets, Scheduling, management liaison. |
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Engine Development, 1996-2000 Management, Software Architecture, Design, and Programming of cross platform delivery engine used in many titles. |
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Mulan
Print Studio Realtime postscript rendering engine algorithm development |
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| Independent Work | |
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Fizzim Graphical FSM layout and design tool, output is automatically generated C++ class structure and FSM engine mapping to the diagrammed FSM. |
Grammarian Graphical grammar and lexerlayout and design tool, output is automatically generated antlr code. |
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Meshula Viewer A realtime 3D importer and viewer compatible with many popular 3D file formats. |
AM Loft Mac Ported Richard Swika's AM Loft and Skinning tool to Macintosh. |
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PSX Graphics Pipe Created an OpenGL-like high performance 3D graphics pipe for Playstation. Tested with several demos and small games. |
Math Libraries A large collection of optimized vector, quaternion, matrix, and physics routines. Many routines are available in both fixed point and floating point versions. |
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LParser Mac Ported Laurens Lapre's LParser LSystem software to Macintosh, and converted it for real time display. |
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| Sanctuary Woods | |
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Riddle
of Master Lu, Orion
Burger Cross platform adventure game engine |
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| Many 3DO titles 3DO, 1993-1995 Sanctuary Woods Sr. Programmer |
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| Canadian Department of National Defense | |
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Robotic Insect A neural network which controlled the simulation of a computer graphics insect in real time. All known gaits and locomotion behaviors of a real insect were successfully reproduced. |
VR Previsualization A Unix based previsualization tool using OpenGL for architectural walkthroughs of theaters that allowed simulation of various aspects of theater layout and design. |
| Bandai Strategic Research and Development Group | |
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Design of Games, Toys, and Technologies Voice Recognition
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| The 1980's | |
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Autonomous Submarine Realtime data acquisition and monitoring
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Embedded Systems Coded realtime data transmission and collection systems for embedded systems. These systems are used in hospitals, mines, and the oil patch. |
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Fusion Forth Designed and coded Fusion Forth, a full featured compiler, IDE, threaded byte coded interpreter, and operating system for embedded systems based on the MC68K CPU family. |
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Aquattack Designed and coded Aquattack for Colecovision. Aquattack was the first isometric perspective smooth scrolling shooting game for a home console. It beat Zaxxon to market. It certainly looks plain now, but on the other hand, a lot got crammed into the 16KB ROM and 256 bytes of RAM! This game is available on the Meshula Labs download page. I also contributed to Sewer Sam, Squish'Em Sam, and Blockade Runner.
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| The 1970's | |
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Race to Space, Rescue In Space, Vespar 3D, Cygnus X-1, and
Circuit Masters Circuit Masters is pictured here. One of these days I'll get my old Apple /// running, and transfer the files for emulation!
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