You have found what I like to consider my game development "portfolio." I was trained as a software engineer, so there are not as many pretty pictures as I would like, but a great deal of source code running in the background. I am happy to provide samples of my code upon request as long as it does not break NDA's. I have not worked on any "titles" because most of my work has involved background code, like sound systems, particle systems, low-memory model-referencing systems, etc. I could post other people's images that use code I have written, but I think that distracts from what engineers actually do. You spend a lot of time talking to designers, artists, and managers trying to meet their needs. Below are some of my development skills and projects I have worked on.

TECHNICAL SKILLS:
Programming Langs: C/C++, Java, Python, Lisp, Scheme, PASCAL
API's: OpenGL, DirectX, FMOD, OpenAL, wxWidgets, LibCURL, SDL, ObjectARX/DBX, Win32, MFC, Mac OS X Carbon, Nintendo DS Nitro SDK, Nintendo DS Homebrew (libnds)
Dev. Environments: XCode, CodeWarrior, Visual Studio 6.0/2002/2003, KDevelop, Make, CMake, iCompile
Web Technologies: HTML/XHTML, XML, XSLT, Java Script, CSS, PHP

TECHNICAL PROJECTS:
G3D Mac OS X project lead:
G3D is a commercial-grade 3D Engine available as Open Source (BSD License)
Virtual DJ:
Designed and developed this cross-platform educational software package to teach math through the metaphor of ‘scratching’ and turntablism.
Rhythm Wheels:
Designed and developed a cross-platform educational software package to teach math through musical metaphors.
CURL:
Contributed the ‘curl_easy_reset’ function to this Open Source Project.
wxCURL:
Started the wxCURL Open Source project. It is a wxWidgets binding for libCURL.
wxWidgets:
Contributed sample database code.
WebWinds:
Contributed to 3D volumetric visualization tools.
Bookshare.Org:
Ported the Bookshare.Org reader from Windows to Mac OS.

SUMMARY OF EXPERIENCE:
My start in game development happened while working for JPL/NASA/Caltech in Pasadena, CA. At the time I was creating Java + OpenGL systems that took large data sets and rendered the data in 3D. This image was one of Mars observer data. You can see Olympus Mons, the highest peak on Mars. I posted a lot of what I was working on, at the time, to my website along with notes about how things were progressing. Somehow, this caught the attention of a game development company, 3D Pipeline, in La Jolla, CA, and they decided to add me to their team after I finished my research at JPL.

WebWinds_Mars

While I was at 3D Pipeline, most of my work was doing cross-platform API (application programming interface) development on things like 3D sound systems, effects systems, "skinned" UI's, and other tools that people used to create in-game content. While I cannot post any of the work I did for 3D pipeline, I learned a great deal about making dynamic and extendable systems. This experience allowed me to learn how to create data driven systems (using XML, for example) rather than hacking things together which were later unusable, unstable, and unmaintainable.

PXML_Screenshot

As 3D Pipeline encountered some business problems, I took my experiences to Avatech Solutions, a Design Automation company who worked with and subcontracted for AutoDesk. While I did not refer to it as "tools" development, as the game industry now calls it, much of what I was doing for Avatech was in the same vein. We would work with artists, engineers, designers, drafters, managers, and other stakeholders developing tools to speed and simplify work-flows.

As a research assistant for Ron Eglash working on the NSF supported CSDT project, I developed several "design tools." While not games, they exhibited many similar attributes. These audio and graphics heavy programs were implemented in many different environments from Flash, to Java, to C++ for Windows and Mac OS. While I was involved with many of the tools, I was solely responsible for Rhythm Wheels, the Yupik Parka Patterns, and Virtual DJ. Culturally Situated Design Tools (CSDT) are educational software tools aimed primarily at inner city youth.

RW_Screenshot

The Virtual DJ, though never released in its final version was one of the first "Change the World Challenge" winning designs.

VDJ_Screenshot

Since the summer of 2004 I have been the lead Mac OS X engineer for the G3D Open Source project. Morgan McGuire at Williams College is the lead engineer. I have teamed-up with several friends working to break into the game industry building interactive 3D portfolios and projects based on this engine.



While I was in India I worked with some of my informants on the Nintendo DS helping them get their development process under control. This involved making their art team able to modify and view art changes in real-time via Nintendo's Ensata emulator rather than having to ask engineers to make code changes, compile the software, and run it on hardware DevKits. Designers became able to edit simple text files to alter game design elements rather than waiting for engineers to make code changes.

I have since been working with an artist friend, Tyson Stecklein, bringing the "Game Industry Game" designed as part of my dissertation work to life on the Nintendo DS via available homebrew tools. Some of the images from the game can be seen below.

dev_quitting
devs_planning_1
devs_arguing