"The only legitimate use of a computer is to play games."
- Eugene Jarvis, creator of Defender and Robotron

This page contains a summary of my amateur and professional game development.
For my interactive fiction games, go here.

John Woo Presents Stranglehold

I was the physics and animation lead on Stranglehold, which was published in 2007 by Midway Games on XBOX360, PS3, and PC.
Psi-Ops: The Mindgate Conspiracy

I handled a wide variety of programming tasks on Psi-Ops: The Mindgate Conspiracy, published by Midway Games on XBOX, PS2, and PC in 2004, including aspects of gameplay programming, physics, animation, and visual effects. Also, I did the exploding heads.
Sol Demo

Click for screenshot

This demo uses my latest code to implement an "orrery" -- a simple mechanical solar system. The Sun, Mercury, Venus, Earth, the Moon, Mars, Jupiter, the Galilean satellites, and Saturn are represented. Features include bump-mapped terrain, moving clouds that cast shadows, city lights, specular highlights, level of detail and visibility culling, ring systems, atmospheric haze, and even lightning.

I was the lead programmer for Combat, developed by Magic Lantern and published by Infogrames in 2001. It was developed in approximately five months or so. I still shudder to think of that.
Covert Ops Essentials

I was the secondary programmer on Tom Clancy's Rainbow Six: Covert Ops Essentials, developed by Magic Lantern and published by Red Storm in 2000.
Star Rescue

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Star Rescue was the capstone of all my efforts -- a fully realized and fully object-oriented fractal landscape engine written using Direct3D. It was ultimately supposed to be a simple yet complete game, but inconveniently I got hired in the middle of the development cycle, which put an end to that. Feel free to try out the technology demo, though; I'm rather proud of it. 11/21/07: Note that this is a very old program and may not work perfectly on all machines, although the only problem I've ever seen is a crash on exit.
Star Castle

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A PC conversion of the arcade classic from the early '80s, this program takes DirectDraw in more mathematically-inclined directions. At its heart is an object-oriented vector graphics system with built-in functions for translation, scaling, and rotation, so the game itself operates at a very high level. It's also a lot of fun to play! The size of the archive is mostly due to the high-fidelity sound samples from the original game -- the actual executable is only 78k. 3/24/02: This is an updated version of my original program which now allows you to remap the keyboard controls.

Click for screenshot

I'm almost embarassed by this now, but it was still a vital step along the road: my first full game written under DirectX, incorporating DirectDraw, DirectSound, and DirectInput to make for a thoroughly average gaming experience.

Return to Project Apollo.