Project Sampler

LucasArts Entertainment Company

Gladius
PS2, 2003

Lead, R2 Coding Unit

PS2 graphics engine, optimization, VU coding.

Lead of R2 Coding Unit, 2003

Red Rock RTX
PS2, 2003

Lead, R2 Coding Unit

PS2 graphics engine, optimization, VU coding.

Star Wars Bounty Hunter
PS2, 2002

Sr. Programmer

PS2 Graphics and Skinning Engine, Optimization, VU coding

Jedi Starfighter
PS2, 2002

Sr. Programmer

Graphics Engine rewrite, general optimization, VU coding.

 
Lucas Learning

Unannounced Title
PS2, 2001
Lucas Learning

Sr. Programmer, Co-Designer

Scripting System Engine and Compiler
In game script debugger and compiler
Graphical physics debugger
Physics/Collision System
Cloth, Rope, Grass Simulator
Math Libraries

Star Wars Super Bombad Racing
PS2/PC, 2001

Lucas Learning/pub LucasArts
Sr. Programmer

Special Effects
AI - racing and combat
Physics engine
Optimization, VU work.

 

Disney Interactive

LifeCycle

Designed and helped implement a complete online production management and asset management system. Included version control and build automation.

 

Simba's Pride Gamebreak
PC, 2000
Disney Interactive
Principal Designer

Designed Paddle Bash, Conga Longa, and Cub Chase, and hundreds of levels for them. These games have unique simultaneous cooperative/competitive modes.

Arcade Frenzy
PC, 2000
Disney Interactive
Assistant Producer

Production management, Budgets, Scheduling, management liaison.

Engine Development, 1996-2000
PC/Mac
Disney Interactive
Sr. Programmer

Management, Software Architecture, Design, and Programming of cross platform delivery engine used in many titles.

Mulan Print Studio
PC/Mac, 1999
Disney Interactive
Algorithm Design

Realtime postscript rendering engine algorithm development

 
Independent Work

Fizzim
PC/Mac, 2000
Independent
Designer and Programmer

Graphical FSM layout and design tool, output is automatically generated C++ class structure and FSM engine mapping to the diagrammed FSM.

Grammarian
PC/Mac, 2000
Independent
Designer and Programmer

Graphical grammar and lexerlayout and design tool, output is automatically generated antlr code.

Meshula Viewer
PC/Mac, 1999-2000
Independent
Designer and Programmer

A realtime 3D importer and viewer compatible with many popular 3D file formats.

AM Loft Mac
Mac, 2000
Independent
Programmer

Ported Richard Swika's AM Loft and Skinning tool to Macintosh.

PSX Graphics Pipe
PSX Yaroze, 1998-2000
Independent
Programmer

Created an OpenGL-like high performance 3D graphics pipe for Playstation. Tested with several demos and small games.

Math Libraries
PSX, PC, Mac, 1995-2000
Independent
Programmer

A large collection of optimized vector, quaternion, matrix, and physics routines. Many routines are available in both fixed point and floating point versions.

LParser Mac
Mac, 1999
Independent
Programmer

Ported Laurens Lapre's LParser LSystem software to Macintosh, and converted it for real time display.

 
Sanctuary Woods

Riddle of Master Lu, Orion Burger
PC, Mac, 1993, 1995
Sanctuary Woods
Sr. Programmer

Cross platform adventure game engine
Blue screen capture and processing tools.
Video compression, including image processing based on intra-frame temporal coherence.
Animation engine and tools.
Sound engine
Production tools and pipeline.

Many 3DO titles
3DO, 1993-1995
Sanctuary Woods
Sr. Programmer
 
Canadian Department of National Defense

Robotic Insect
Unix, 1992
Canadian Department of National Defense
Researcher/Programmer

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
Unix, 1992
Independent
Programmer

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

Design of Games, Toys, and Technologies
Bandai Strategic Research and Development, Kanda, Tokyo
SNES, PC, embedded systems, 1991
Programmer and Technologist

Voice Recognition
Cheap Sensor Hardware
Robotic Pets (introduced to market in 2000!)
Artificial Intelligence for animated characters
SD Gundam Game Designs for SNES

 

 

 

The 1980's

Autonomous Submarine
Unix, 1987-1991
Canadian Department of National Defense
Researcher/Programmer

Realtime data acquisition and monitoring
Robotics applications including navigation, planning, and control
Graphic visualization of robotic applications

 

 

Embedded Systems
1984-1986
Mobiltex Technologies, Calgary Alberta
Programmer

Coded realtime data transmission and collection systems for embedded systems. These systems are used in hospitals, mines, and the oil patch.

Fusion Forth
1985
Independent
Programmer

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.

 

Aquattack
Colecovision, 1984
Interphase Technologies
Designer/Programmer

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.

 


 

 

The 1970's

Race to Space, Rescue In Space, Vespar 3D, Cygnus X-1, and Circuit Masters
Apple ][, 1978-1982
Zada Software
Owner/Designer/Programmer

Circuit Masters is pictured here. One of these days I'll get my old Apple /// running, and transfer the files for emulation!