Developing software since the 80s
Consulting and contract development, self-publishing apps and games.
Journeyed through the semiconductor, defense, space, computer graphics, mobile Internet, and video game industries.
High school degree
Your dim sum companion. Read about dim sum and learn how to pronounce the dishes. Available on Itch.io and the App Store.
Be the ball! 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?)
An iPad reader for the Cinefex visual effects magazine, with extras such as videos and image galleries.
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
A Playstation Home driving/shooting game with alien invader teddy bears.
Implemented collision physics among cars
Programmer credit displayed in-world
A Playstation Home multiplayer racing game.
Made some UI fixes just before release
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.
A nifty 3D modeler originally developed at Nichimen Graphics.
Updated to work on Windows XP.
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)
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).
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
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)
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
Supply chain scheduling software for semiconductor fabs. Managed the group reponsible for installation, XML interoperability, and user interfaces.
Supply chain planning software for semiconductor fabs. Upgraded from Tcl to TclPro.
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.
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.
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
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).
A computer architecture based on content-addressable memories. Implemented compilers and simulators and simulations for the Database Accelerator and Content-Addressable Parallel Processor.
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).
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.
Part time student work on a graph display for the the START natural language parser, then running on Symoblics Lisp machines.
They misspelled my name.
They misspelled my name, too.
Includes a patch flown on the first Hubble servicing mission. Best workplace award ever. And they got my name right.
Introduction to mobile game development with the Unity game engine.
Collection of software development essays.
I still think you're a good programmer.
I've got a genius app idea!