Showing 12 Result(s)

Interrogative

Timeframe: circa 2016 – 2017 Position: Developer Technologies: Unity, C#, .NET, MySql Status: Inactive. The Story: After Epic Frontiers had ceased, I had kept returning to the conversational AI tech I’d come up with for the project, and how great it would be to generalize it and make a middleware …

AI Projects and Experiments

Timeframe: circa 2014 – 2022 Position: Developer Technologies: JavaScript, Phaser, Apache Cordova, SQL, CytoscapeJS, NodeJS Status: Unreleased prototypes, AI experiments, etc. The Story: As I’ve been making a lot of tools over the years, from back-end apps to support game projects to plugins to other tooling apps, I’ve also looked …

Game-related Tools and Content

Timeframe: circa 2004 – 2015 Position: Developer Technologies: C++, TorqueScript, Torque3D, Torque2D, JavaScript, HTML, CSS, Web Sockets, NodeJS, unicodetiles.js, SQL, MySQL Status: Unreleased experiments, products, and games The Story: The above screenshots are a number of procedural experiments, such as spawning generated dungeons in 2D using tiles and a marching-cubes …

trueSpace Plugins

Timeframe: circa 2000 – 2006 Position: Developer Technologies: C++, trueSpace SDK, Torque3D, gameSpace SDK Status: No longer active. Initially released as part of plugin collections sold by trueSpace developer Caligari The Story: In the 90s, when I was in the Marines, I had wanted to get into 3D art. I …

Epic Frontiers

Timeframe: circa 2007 – 2010 Position: Team Lead, Lead Engineer Technologies: Torque3D, Torque2D, SQL, MySQL, C++, JavaScript, HTML, CSS, Elbow Grease Status: Demo was shopped around various publishers, never picked up. The Story: The story of Epic Frontiers is indeed epic! An MMORPG demo that myself and several other plucky …

Magnitude Editor

Timeframe: circa 2010 – 2011 Position: Developer Technologies: AS3, Adobe AIR Status: No longer active. Initially released on the GarageGames store. The Story: Another tool I had released was created for in-house use while developing Epic Frontiers. The Magnitude Editor was used to shortcut some of the item generation needs …

Deep Sea Crisis

Timeframe: 02/2016 – 11/2017 Position: Gameplay Engineer (contract) Technologies: JavaScript, Phaser, HTML, CSS, Photon Engine, Electron, NodeJS, AWS S3 Status: Released on LRNG site for a while. Press release. The Story: This was the first game project with Glasslab Games/LRNG/SNHU (so. many. acquisitions). We’d investigated Unity Web Player, but had …

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TunnelBreaker

Timeframe: circa 2008 Position: Developer Technologies: Torque2D, TorqueScript Status: Released as freeware. The Story: A fun little project designed mainly to get out a small game while learning an engine, TunnelBreaker is a puzzle game where you try to break a path of gems towards the exit, breaking the least …

Project Aurora

Timeframe: 10/2010 – 12/2012 Position: Lead Gameplay Engineer (contract) Technologies: Torque3D, C++, PHP, HTML, CSS Status: No longer active. The Story: My first professional contract! On the heels of beginning to wind down the Epic Frontiers project, I had obtained this contract, and brought over a few of the teammates …

DodgeBots

Timeframe: 01/2012 – 07/2013 Position: Lead Gameplay Engineer Technologies: Torque3D, C++, Unity, C#, .NET, Powershell, AWS EC2, Memcached, REST APIs Status: No longer active. The Story: My second contract after transitioning from being an Indie to Professional game development. DodgeBots was a fast-action, 3D, browser-based, real-money game. Join a game, …