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Applied Minds [Oct '12 - Current]I worked on several different software projects and every week seemed to bring something new. Much of my programming has been very similar to work you'd see in the video game industry, although I have spent more time out of my comfort zone than usual. Due to the nature of what Applied Minds does, I cannot provide more specific details here. |
This is a personal project I started over my Christmas break in 2010 in order to make riding a stationary bike less boring, as well as to work on things new and exciting to me. The riders leg speed, bicycle speed, and heart rate are all monitored wirelessly and a custom USB controller I built allows you to steer around a 3d environment. I personally designed and programmed the entirety of the application.
High Impact Games [Aug '05 - Sept '12]I started at High Impact Games nearly when it was founded and during the 7 years there we shipped on 8 different hardware platforms (PSP/PS2/Wii/360/PS3/3DS/PC/MAC). I was responsible for the vast majority of graphics hardware support for all but Wii and 3DS. Additionally during this time I did 2 "port" projects working with a single programmer underneath me under very tight time constraints. Our primary language at High Impact Games was C, with minimal C# and C++ used. For 3-4 years of the company's existence I was the only graphics programmer. |
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Iguana Entertainment / Acclaim Studios - Austin [Apr '98 - Sept '04] At Acclaim the first 1.5 years was spent on game teams. During the remaining 5 years I was on a team of 4-7 programmers writing lower level code for a multi-platform engine. |
Other interests:
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