Résumé
I am a creative Python, C#, and ActionScript 3 developer who wants to do clever problem-solving and user-focused programming. If you'd like to see my résumé, it's available in PDF form.
My RésuméMy résumé is built using LaTeX, the great typesetting system. If you're interested in the source code, you can get that too.
My Résumé SourceGames
I've made over 20 games for commercial and freeware release, mostly in AS3 for the Flash platform. Below is a selection; a more complete listing is available on my site.
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(I Fell In Love With) The Majesty of Colors
Last night I had a dream. I floated in darkness, immense, squamous. My mind flowed like my body, slowly and sinuously, tremendous wheels both too slow and too fast for me to describe to you now. I was perfect and titanic and serene. But then, as I moved through the cold abyss, I saw a light. And as I came near I saw something… wonderful.
— The Dreamer“The Majesty of Colors” has been played over 2.5 million times. It has won multiple Flash gaming awards and was nominated for many more. It uses pixel art, inverse kinematics, nonlinear storylines, and balloons.
Play “The Majesty of Colors”To play this game, use a wider screen or go to Ludus Novus.
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Looming
Even the dead tell stories, January. Among the rubble and the ashes and the bones and the watching spires, there are glimmers of knowledge and secrets that show what was and will be. That is Looming, January: a snapshot of the end of time, a place for remembering and discovering.
— SeptemberLooming is the story of a dead world as told by its rubble. It has a one-bit-color aesthetic and a desolate mood. A critic has called it my
lapis noster
and its storya vortex of mysteries, never fully elucidated.
Play LoomingTo play this game, use a wider screen or go to Ludus Novus.
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Beneath the Waves
I loved you once, split-toed dirt-swimmer. These idols are the bones of wonders. Why should the sun claim the land any more than the sea? He sees the top, we see the bottom. I hoped the lesser creatures would eat you so that I could pretend you never were. I suppose I have no more choice than you do.
— the KrakenBeneath the Waves is a game about the water and the sky. It compares the mood of the sea (wide, unknown, fast-moving) and the land (stable, vertical, safe). It provides experiences of rushing motion and dizzying vertigo. While developing it I overcame challenges of limited Flash resources and the generation of interesting artificial intelligence under constrained conditions.
Play Beneath the WavesTo play this game, use a wider screen or go to Ludus Novus.
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Passing the Ball
The Web Wise Kids mission is to teach kids, parents and the community the value of making safe and wise choices in a technologically evolving world. We do this by creating and distributing interactive content through the same media in which kids and adults live their lives.
— WebWiseKids.orgPassing the Ball is a project commissioned by the organizers of a major professional conference in order to promote the non-profit charity Web Wise Kids. I worked with two separate stakeholder groups to gather marketing goals and produce a project that satisfied creative and aesthetic goals. The finished game uses procedural art and music to introduce the ideas of online safety in a metaphoric, interactive way.
Play Passing the BallTo play this game, use a wider screen or go to Ludus Novus.
Writing
I'm experienced writing for a variety of audiences and can communicate technical information to less technical people as well as explain design matters to people with a coder mindset. Below are some examples of my writing that demonstrate my communication skills.
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ConTeXt: an alternative to LaTeX
The Context code is a lot cleaner and more readable, and I find that the Context approach to things makes it much easier to separate formatting and content. Additionally, although you can’t see it here, the Latex version requires over 20 external packages, each of which does a little (or a large!) tweak that enables the whole thing. Context? Everything works out-of-the-box. Unfortunately, it’s more difficult to figure out just how to get it out of said box.
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The Video Game Album
So what are the advantages to this album approach? The first is variety. By giving players a range of experiences in one box, a title is more likely to appeal to more people for longer… Second, it is usually cheaper in terms of time and effort to make several games that share the same engine, art, and/or setting than it is to make the same number of games separately. The same amount of game can be made with fewer resources. Additionally, once the core codebase for the games is complete, the teams for each game can be split off from each other, which simplifies communication and lets large development teams avoid the problems that arise with the point of diminishing returns on team size.
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The Interface of Hotel Dusk
By incorporating logic and a clever interface into the challenge, this strengthens the player's identification with the main character. She's not just clicking on the flour then the pen to USE FLOUR ON PEN; the player is involved in the entire process, making it feel like she's actually finding clues herself. This sort of approach is shockingly rare among adventure games; it really only appears in “casualized” games like Hotel Dusk or Zak & Wiki. However, it may be the key to revising adventure games for the modern video game world.