This is about all the fun and cool stuff I have done. If you want a traditional resume type presentation of my accomplishments, download the Word document from the About page. The Word document is very plain, boring and out of date however.
Toggle the sections below to reveal each item.
I worked for a few years at 20Q.net and during that time I was tasked with implementing the game in a number of different ways to brand it for various third parties.
I got to produce a flash based version branded with the 20Q theme as well. It was a great experience to work with their partners and learn some pro techniques for branding and working with Photoshop.
CoinDrop is a simple physics toy involving rolling coins, springy platforms and fun metallic noises. There is ultimately no point to it, but it's fun to watch.
There is a working version of this HERE if your browser can run the Unity web plugin.
ChemScramble is a simple data driven periodic table. It is more or less a test app to verify that I have entered the data correctly for a game idea involving the chemical elements.
There is a working demo of this HERE.
Don't worry about the title in the screen shot - it's a typo. Honest. No really.
DJ's place was a virtual disco/dance bar built for a friend to use in Active Worlds. It was built using Caligari from Truespace and featured an art deco design and catwalks in the ceiling to attach lights to.
Sadly, Truespace was bought out by a large company and then squashed like an annoying bug.
This is the interface for a 'bot' I made for Active Worlds terrain manipulation. The bot would upload a prepared terrain to the Active Worlds server and optionally populate the world with vegetation according to rules about the slope, altitude, etc.
During the upload process, an avatar would appear in world in the form of a bulldozer and sound a warning, much like a construction site about to do blasting. It would watch for avatars located in world where the upload was changing the terrain and put 'coasters' underneath them to catch them when the ground dissapeared under their feet.
Bullet Golf is a game I have wanted to implement for a long time, but it is not a weekend build, and the trickiest part of getting it working is tuning the gun and ammo physics. This screen shot was from a Torque Game engine implementation.
There is a playable Unity implementation available HERE, but it's not very far along.
This is a tiny 1/2" wide OLED display that is 128x32 pixels. Adafruit makes some nice little displays that interface easily to them using an SPI interface.
Over the last couple of years I have rekindled my interest in electronics and begun to play with Arduinos and Raspberry Pi's and things like that.
This is another Adafruit display, but much larger obviously. It's still only 1.4" long though.
This display board also contains a tiny little five axis joystick, and an SDCard storage interface. I can't help thinking there are a lot of disruptive applications for these things.
This was a 'bot' I made for the Second Life Virtual Environment.
This particular bot was my first experiment, and it did a kind of information mining on people, the groups they hung out in, who their friends were, etc. That was before I realized what I was doing was against the TOS and deleted it!
I made a couple of other bots including a bot to send out payment reminders to clients for ads that was driven by data from a Google Docs spreadsheet. Another bot was being developed to perform in machinima.
All Second Life bots were written in C#/.NET using an open source framework.
This is a circuit board I laid out and programmed in the late eighties.
I also wrote a circuit board autorouting plugin for the software package I was using to lay out the boards, and a Gerber photoplotter driver for it to produce the film masters that were used to get the boards made.
I later ended up working as a consultant with the company that made the software on quite a few projects, as well as working with the company that physically made the boards.
What can I say. Once people work with me, they want to work with me more.
When I bought land in Second Life, for some reason I managed to find some land that was inland from the shore, but which had the water level set to something other than zero meters.
What that meant was that I could use the terrain editing tools to make a little river or pond or whatever kind of water feature suited my fancy. I didn't think much about this as this was my first piece of land. I just assumed that different regions had different water heights set by Linden Labs and I went about my business building myself a nice greenspace area.
After a couple of years, one day I was surprised that an avatar from Linden Labs was hovering near my parcel and eventually they spoke to me. "Is this your parcel?" they asked. I told them it was, and after a brief conversation they told me that having a water level above zero was a mistake and they were going to have to reset it to zero.
I was definitely not happy and that was the day I decided to get my own sim and leave the 'mainland' where Linden Labs has control over most of the environmental aspects of your surroundings. It kind of sucked, but in the end I learned a lot from having a full sim to play with so I consider it was a bit of a shove to move on and play with something bigger and better.
This is a working virtual windmill built with DX Studio.
I may resurrect it and see if I can plug it into the Unity wind system.
This is a demo reel of machinima I have made..
I really should make a new one soon.