![]() ![]() ![]() I was heavily involved with the terrain engine of Asheron’s Call, which was the first game with a continuous open-ended world with no zones. Terrain has changed a lot over the years. In my spare time, I’ve been largely involved in the music scene, have raised two amazing kids, and travel a lot. Across my career, I’ve pretty much done every job there is to do, from being a Creative Director, 3d artist, musician, or engineer on projects. I also helped start Conduit Labs, sold to Zynga, and was at Disruptor Beam for 4 years doing the client and graphics architecture, and focusing on cramming high-end graphics into low-end mobile chipsets.Ĭurrently, I’m doing freelance graphics coding and optimizations for various companies, mostly focused around hard rendering problems and refactoring systems for speed. The next 10 years were spent at Harmonix, where I worked on the original Guitar Hero and Rock Band titles, and eventually was in charge of redesigning the core engine and tools used to build games there. I spent ten years there, working as a creative director, designer, engineer, 3D artist, and musician. This would eventually become Turbine Entertainment, with Asheron’s Call being the first game, which shipped several years later. I spent the last year of my schooling teaching myself Imagine and eventually Lightwave, and after driving around the country that summer bumped into some people who were starting a company with the idea of doing some kind of a large scale online game. ![]()
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