"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

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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.
Combat


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.
Breakout

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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.