Projects
2022 to present
Mastodon/fediverse iOS app in progress
2014 to present
Inspired by my attempts to order takeout at the food court during a stint in Hong Kong
2008 to 2019
A Unity reimplementation of the classic bowling game, licensed from Hyper Entertainment
- One of MacLife's Greatest iPhone Apps of 2009
- Available on the App Store and Steam
- Formerly available on the Amazon Appstore, Nook store, Itch.io, and various crappy app stores (crappstores?)
2016 to 2024
An iPad reader for the Cinefex visual effects magazine
- Facilicated transfer from original developer to Cinefex LLC
- Fixed in-app-purchase issues
- Updated video player after Apple dropped support for previous API
- Updated issue download code after Apple dropped support for previous API (notice a trend?)
- Optimized startup time and browsing
- Updated to comply with ever-changing Apple requirements
2015 to 2017
iOS app for natural language 3D scene generator social platform
- Released on the App Store
2011
A Playstation Home driving/shooting game with alien invader teddy bears
- Implemented collision physics among cars
- Programmer credit displayed in-world
2011
A Playstation Home multiplayer racing game
- Made some UI fixes just before release
2007 to 2011
A 3D virtual world implemented with CryEngine
- Documented the Lua API and framework for creating minigames on the community wiki (a CryEngine wiki even copied part of it!)
- Integrated newer versions of Scaleform, including Scaleform IME for localization
- Tweaked CryEngine physics to support an in-world golf game
- Attended in-world developer meetings. Better than Zoom.
2007
A nifty 3D modeler originally developed at Nichimen Graphics
- Updated to work on Windows XP.
2006 to 2007
A vampire western for Playstation 2 and Xbox. demo builds.
- Worked on HUD elements for health, ammo, special powers
- Implemented split-screen (multiple Renderware cameras) for multiplayer
- Added PAL support
- Integrated Lua scripting for audio effects and HUD elements
- Received programmer credit (but oddly required to list city of birth)
2007 to 2025
Small games released as webplayers, Mac widgets, and mobile apps
- Fugu Maze, a suspense maze walkthrough that got twenty thousand downloads on the App Store in the first week and then a trickle after I started charging for it
- Fugu Bowl, a simple proof of concept for HyperBowl that got low ratings but was my most downloaded app (until Apple rejected upgrades).
2003 to 2004
A skateboarding game bundled with Tech Deck figures
- Implemented installers so each game could be packaged separately and installed in any sequence
- Added dynamic shadows to replace the placeholder blob shadows (and then switched back to the blog shadows because the art director liked them better)
- Set up a push-button scripted build system so the producers could create a latest build from the subversion source at any time
2001 to 2002
Like Tony Hawk, but scooters
- Programmer for the GameCube version, wrote a postmortem published on the Nintendo developer site and Gamasutra
2001
A 3D attraction bowling game, rolling in fanciful locations
- Added localization support, particularly for Jillian's installations in Montreal (French)
- Implemented support for (potential) new lanes, e.g. a toy room, motocross slope...
- Profiled, optimized (those lanes kept getting bigger and bigger)
- Fixes for new graphics cards (pesky w-buffer...)
- Changes to facilitate arcade and PC versions (I'm there in the mobygames credits)
1999 to 2001
One of the first mobile web browsers, conforming to WAP standards
- Implemented an HTTP proxy in Java for the Neomar WAP gateway
- Launched on Motient's Blackberry service
- Company assets acquired by Good Technology
1998 to 1999
Supply chain scheduling software for semiconductor fabs
- Managed the group reponsible for installation, XML interoperability, and user interfaces
1998
Supply chain planning software for semiconductor fabs
- Upgraded from Tcl to TclPro.
1997
Successor to N-World
- Fixed some graphics code (which I eventually realized was originally written by me)
- visited 3D hardware vendors in Silicon Valley (including a young nVidia) to get test cards and discuss OpenGL issues
- Used to make Gollum in the Lord of the Rings movies.
1995 to 1997
A 3D modeling and animation package descended once upon a time from the Symbolics Graphics Group (written in Lisp, shhh!).
- Ported from IrisGL to OpenGL on SGI workstations
- Ported from Irix to Windows NT
- Manager of Core Software (I made up the title)
- Used in the making of Mario 3D.
1992 to 1993
An expert system for submarine simulation
- Added support for local area network simulations (i.e. games)
- Added Distributed Interactive Simulation support for wide-area network simulations (wargames)
- Donned a submarine uniform and took part in two exercises like I was in The Hunt for Red October
1990 to 1992
A syntax-directed Emacs mode used by astronomers and Institute staff to prepare and edit Space Telescope observation proposals.
- A member of the proposal preparation staff asked for my project to be continued after I left (but alas, no takers).
1989 to 1990
A computer architecture based on content-addressable memories
- Implemented compilers and simulators and simulations for the Database Accelerator and Content-Addressable Parallel Processor
1988 to 1989
A VLSI layout synthesis tool, used in-house to design new products, running on TI Explorer Lisp Machines
- Added optimizations and other improvements
- Skipped most of the meetings (also an optimization)
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.
- Wrote the thesis in LaTeX on a Symbolics Lisp Machine.
- Cited in a PhD thesis.
1987
Part time student work on a graph display for the the START natural language parser, then running on Symbolics Lisp machines.
#