Phil Chu

software developer

Salt Lake City, Utah, United States

TechnicatCodeberg#Bookwyrm#Mastodon#NeoDB#PixelfedApp StoreSteam

programming since the 80s

Career

Technicat LLC

2001 to present

Consulting and contract development, self-publishing apps and games

various

1988 to 2001

Semiconductor, defense, space, computer graphics, mobile Internet, and video games

Projects

Fedicat @ Technicat

2022 to present

Mastodon/fediverse iOS app in progress

Talk Dim Sum @ Technicat

2014 to present

Inspired by my attempts to order takeout at the food court during a stint in Hong Kong

HyperBowl @ Technicat

2008 to 2019

A Unity reimplementation of the classic bowling game, licensed from Hyper Entertainment

Cinefex iPad Edition @ Cinefex

2016 to 2024

An iPad reader for the Cinefex visual effects magazine

WordsEye @ WordsEye

2015 to 2017

iOS app for natural language 3D scene generator social platform

Emo-Ray vs. the Intergalactic Teddy Bears @ Heavy Water

2011

A Playstation Home driving/shooting game with alien invader teddy bears

RC Rally @ Heavy Water

2011

A Playstation Home multiplayer racing game

Blue Mars @ Avatar Reality

2007 to 2011

A 3D virtual world implemented with CryEngine

Nendo @ Izware

2007

A nifty 3D modeler originally developed at Nichimen Graphics

Darkwatch @ High Moon Studios

2006 to 2007

A vampire western for Playstation 2 and Xbox. demo builds.

Fugu Games @ Technicat

2007 to 2025

Small games released as webplayers, Mac widgets, and mobile apps

Tech Deck: Bare Knuckle Grind @ Visionscape Interactive

2003 to 2004

A skateboarding game bundled with Tech Deck figures

Whirl Tour @ Vivendi Universal Games

2001 to 2002

Like Tony Hawk, but scooters

HyperBowl @ Hyper Entertainment

2001

A 3D attraction bowling game, rolling in fanciful locations

Neomar @ Neomar

1999 to 2001

One of the first mobile web browsers, conforming to WAP standards

Leverage for Scheduling @ Interval Logic

1998 to 1999

Supply chain scheduling software for semiconductor fabs

Leverage for Planning @ Interval Logic

1998

Supply chain planning software for semiconductor fabs

Mirai @ Nichimen Graphics

1997

Successor to N-World

N-World @ Nichimen Graphics

1995 to 1997

A 3D modeling and animation package descended once upon a time from the Symbolics Graphics Group (written in Lisp, shhh!).

ORBIS @ JHU Applied Physics Lab

1992 to 1993

An expert system for submarine simulation

Proposal Entry Processor @ Space Telescope Science Institute

1990 to 1992

A syntax-directed Emacs mode used by astronomers and Institute staff to prepare and edit Space Telescope observation proposals.

Database Accelerator @ MIT

1989 to 1990

A computer architecture based on content-addressable memories

DROID @ Texas Instruments

1988 to 1989

A VLSI layout synthesis tool, used in-house to design new products, running on TI Explorer Lisp Machines

Multilisp @ MIT

1987 to 1988

Bachelors thesis project implementing an Othello game in Multilisp (Multello) to run on the Concert 32-processor computer, trying various parallelism strategies to compare processor utilization and final performance.

START @ MIT

1987

Part time student work on a graph display for the the START natural language parser, then running on Symbolics Lisp machines.

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Publications

Learn Unity 4 for iOS Game Development

present

Introduction to mobile game development with the Unity game engine.

Technicat on Software

present

Collection of software development essays.

Education

Johns Hopkins University

1991 to 1993

Masters degree in Computer Science, 3.x GPA

Massachusetts Institute of Technology

1984 to 1988

Bachelors degree in Computer Science and Engineering, 3.x GPA

West Senior High School

1981 to 1984

High school degree in Iowa, 3.x GPA

Endorsements

Former client

"I still think you're a good programmer."

Prospective client

"I've got a genius app idea!"