Complete list of products
Title | For | Developer | Year | My role | Notes |
---|---|---|---|---|---|
GuidelineCurrents | Smartphone | Health2047 Inc. | 2016 | Design | User research; interactive prototype design, production |
Physician App | Smartphone | Health2047 Inc. | 2016 | Design | User research; interactive prototype design, production |
Surviving Independence | Tablet, Web | Northwest Media | 2015 | PI, Design | Led design and production. Designed and conducted efficacy testing, grant report writing |
Scrollquest | Web, PC | Committee for Children | 2015 | PI, Design | Led design and production. Designed and conducted efficacy testing, grant report writing |
InTouch | Tablet, Web | Northwest Media | 2014 | PI, Design | Led design and production. Designed and conducted efficacy testing, grant report writing |
[social network] | Web | Xeodesign | 2013 | Designer | I developed concepts and improved design of a secret social network for Nicole Lazzaro’s Xeodesign |
Battlefood | Web, PC | YAWCRC | 2012 | Lead Designer, Producer | Led design, experimental methods, and production of TF2 style nutrition learning game, part of YAWCRC cocreation project |
Zombie Pollution | Web | YAWCRC | 2012 | PI, Design | Codesign, design, and production of 2D casual persuasive game |
Induction Training Game | PC | Sentient Tech. | 2011 | Design | Provided design advice and recruiting for a employee induction training game |
Aulani Tabletop Games | Custom (PC) | Disney Resorts | 2011 | Lead | I led a team of student artists to build 3D artwork (models, textures, animations) for a Unity children’s multitouch tabletop game currently used in Aunty’s room, in Disney’s Aulani Resort |
[learning game] | Web | Xeodesign | 2011 | Designer | I developed concepts and improved design of a secret learning game for Nicole Lazzaro’s Xeodesign |
Interzone Futebol | PC | Interzone | 2008 | Art Director / Studio Director | As the first art director this MMO soccer game, I was responsible for creating art team, game’s initial art style, production pipelines, producing thousands of art assets. |
VideoNow XP | Toy | Hasbro | 2005 | core team member | I was responsible for producing 120 PVD titles (a PVD title is similar to a DVD). We also designed, built, shipped about 20 mini-games. I helped design and develop the gaming features. |
VideoNow Color | Toy | Hasbro | 2004 | core team member | I was responsible for producing 180 PVD titles (a PVD title is similar to a DVD). We also designed menu UI, produced logo graphic animation, and many other roles. |
Nitrogen | Smartphone - custom | Blue Mug / NTT | 2002 | Product Manager | Before iOS, I designed a suite of mobile games and productivity applications (email, calendar, notes) for a startup |
Slate | Smartphone - custom | Slate Computing | 2001 | Product Manager | I guided hardware feature design, and helped engineers build OS and applications for this prototype mobile computing device for a startup company. |
Wanda | PC | NVidia | 2000 | Designer, Producer, Manager | Designed, wrote script, hired voice actors, character animators. Designed technical highlights (e.g. overlaying layers of alpha-blended hair), NVidia displayed Wanda at GDC and other trade shows. |
Smartcraft Sim | PC | U.S. Department of Energy / Mercury Marine | 2000 | Consultant, Artist | Built 3D models of boats, effects animation, and did much consulting and training for this VR powerboat simulation / sales demo |
Zoom | PC | NVidia | 1999 | Designer, Producer, Manager | Designed and produced "Powers of Ten" style multi-scale 3D demo for NVidia graphics hardware. |
Ansible | PC | Lincroft | 1999 | Manager | Created 3D models for IGC demo of tunnel-based space shooter RT3D game. Tech: subtractive lighting |
Descent III | PC | Outrage | 1999 | Manager | My company built about thirty RT3D assets for this sequel to hit game Descent. |
Aladdin: Fate of Agrabah | PC | Gravity | 1998 | technical art Consultant | Solved art tech performance issues (Modified 3D models, adding BSP trees) |
Electric Communities Chat | PC | Electric Communities | 1998 | Art Producer, Manager | Managed production of twenty 3D models of avatars for this early massively multiplayer online community site, under noted virtual communities pioneer Randy Farmer |
Intel 3D Hardware demo | PC | Intel Labs | 1998 | Manager, Designer | Designed, built, and managed other Artists building RT3D models (space ship, tunnel) and animations for Intel's 3D hardware demo. |
Fluid3D | Web | OZ Interactive | 1998 | Designer, Producer, Manager | Designed concept, wrote script collaboratively, and managed production of short film of Ibit, a cute alien character. Film was played in "Fluid3D", streaming RT3D file format that Real Networks supported for a while. |
Legoland Island | PC | Mindscape | 1997 | Manager, Consultant, Artist | Managed art team. Built RT3D models and Lego assembly animations |
Interactive Music Application | PC | Harmonix | 1997 | Manager | Managed team to build 3D and 2D backdrops for interactive music application. |
Newfire | PC | Newfire | 1997 | Consultant | Built 3D demo models, gave seminars on Newfire's RT3D game engine. |
Celestial Chamber | PC | Nvidia / WinBench | 1997 | Designer, Manager, tech Consultant, Artist | Designed tech 3D models, textures, and animations fpr NVidia's 1st hit GPU, Riva 128. Used in WinBench99's RT3D demo for graphics hardware. Coder: Brian Hook |
Worlds Chat | PC | Worlds Inc | 1997 | Manager, tech Consultant, Artist | Built RT3D props, avatars for this online massively multiplayer RT3D chat application that received intense media coverage (during peak of "VR/web" media hype). |
Zone Raiders | PC | Image Space Inc. | 1996 | Designer, Manager | I and my employees built most of the levels (tracks) for this first-person driving shooter. |
Village | PC | Coyote Software | 1996 | Designer, Consultant | I built vehicles, street scene for a realistic city-based RT3D edutainment demo |
Toshinden (port) | PC | Digital Dialect | 1996 | Artist | I modified existing RT3D fighting character artwork for port to PC from console |
Locus | PC | Zombie | 1996 | Designer, Artist | I designed and created RT3D models for "lead character" ship, goals, mockups of tracks for rollerball-style sports sim/game |
E3 Flight Sim demo | PC (VR) | Ken Hilton | 1996 | Manager | Construction of landscapes, other 3D models for jet fighter game demo. Notable for early use of RT3D fog. |
Diesel: Truck Driving Simulation | PC (VR) | Sense8 | 1996 | Manager | Managed Artists, designed low poly vehicles for VR truck driving simulator. Early use of photograph-based modelling (building 3D models from silhouettes in photos) |
F1 racing simulator | PC (VR / custom) | Sense8 | 1995 | Lead Artist, E43 | Technical consultation and construction of high-res RT3D racetracks for full-hydraulic immersive F1 simulation. Numerous novel technical achievements |
Legions | PC | Mindscape | 1995 | Manager | Managed contractor art team that built numerous RT3D buildings and other assets for medieval RPG |
007 demo | PC | Digital Dialect | 1995 | Artist | During concept phase ("James Bond in Venice"), I created a key vehicle, other 3D models for this unpublished action game demo |
WinHEC Models | PC | NVidia | 1995 | Manager | Consulted on technical capacity, managed art team that refined, cleaned and added reflection maps and other technical features to stock 3D models of vehicles into RT3D models used NVidia's promotion at WinHEC. |
Metal Marines | PC | Mindscape | 1995 | Artist | I built 3D buildings, rendered for 2D tile art, for this mech warrior style 2.5D game. |
Hitachi demo | PC | New Science Interactive | 1995 | Artist | Created 3D pre-rendered animation of paper crane folding origami for a flashy 3D introduction to a 2D multimedia presentation. |
Sailboat demo | PC (VR) | Sense8 | 1995 | Lead Artist, Consultant | Technical consultation and construction of all RT3D art assets for immersive sailboat simulator. demonstrated at Fakespace conference exhibits for years, used in SGI Indy3D performance benchmark software |
Architecture demo | PC (VR) | Sense8 | 1995 | Lead Artist | Built and managed subcontractors to build RT3D models of condominiums for real estate sales application |
RT3D House Visualization | PC (VR) | Sense8 | 1995 | Lead Artist | Build real-time 3D model of house exterior for virtual real estate |
Network Visualization | PC (VR) | Sense8 | 1995 | Lead Artist | Built all RT3D models for innovative visualization of data network, overlying logical flow on physical world |
Scuba demo | PC (VR) | Gravity | 1995 | Artist | created RT3D Titanic ship model, other underwater models for Scuba 3D sim demo |
SimCity 3D | PC | Leaping Lizard | 1994 | Lead Artist; Manager | I both built artwork and managed a small team of subcontractors to build RT3D models of 2D SimCity tiles. We build hundreds of textured models of houses, commercial buildings, etc. The game was never released. |
Marsokhod Telepresence | PC (VR) | Sense8 | 1994 | Lead Artist | Built RT3D model of Mars rover vehicle, other 3D objects used in NASA’s popular telepresence demo, where children remotely controlled a robotic vehicle moving over Mars terrain by steering the simulation onscreen. Widely publicized, including TV appearances. |
CyberClash | Console | Monkey Business | 1994 | Lead Artist | I designed and built RT3D models and animations of cybernetic mythical creatures for this complex, fantasy fight/explore 3D game for the rare 3DO console. Development was completed but project was canned at the last minute. |
Ascent | PC | Gravity | 1994 | Artist | Created RT3D art and helped debug technical problems for this rock-hopping minigame which was bundled with Creative Labs' graphics accelerators. |
Descent I | PC | Parallax | 1994 | Consultant, Designer | I wrote the backstory and designed and built 1st-gen RT3D models of enemy characters, as well as alpha-testing and other minor roles for the smash-hit RT3D action game Descent. |
Grandeur | PC | John Ratcliff | 1994 | Designer, Lead Artist | I built all 3D assets for this new-age edutainment product demo (never released). Researched native American art style and culture. |
Mavis Beacon Typing v5 | PC | Mindscape | 1993 | Artist | I built a prerendered 3D laptop keyboard used as 2D backdrop during typing tests |
Paperboy 2094 | PC (VR) | Sense8 | 1993 | co-Lead Artist | Built RT3D models, including extremely low-polygon human figure, used in a Jetsons version of the old arcade "paperboy" game |
VR Tank Sim Game | PC (VR) | Visions Of Reality | 1993 | Artist; tech Consultant | I built, mapped, the 3D models and terrain for this immersive multiplayer military arcade game |
Battle over Britain | Console (Sega Genesis) | Looking Glass Studios | 1993 | Lead Artist | I built pre-rendered 3D models to use for sprites for this game. Extensive sprite memory optimization, detailed palette subsampling, some 2D bitmap animation |
Car & Driver | PC | Lerner Research | 1992 | Lead Artist | Using Deluxe Paint, and writing scripts on AutoCAD, I built almost all the art assets in this title. Tech firsts included the first use of Binary Space Partition (BSP) splitting planes; first use of texture mapping, 6DOF in PC driving game. |
Golf demo | PC | Lerner Research | 1992 | Lead Artist | same as UWI above |
Ultima Underworld II | PC | Looking Glass Studios | 1992 | Lead Artist | I built all the 3D models in this title, including boats and bridges, onyx, rocks, etc. |
F22 | Console (Sega Genesis) | Lerner Research | 1991 | Lead Artist | I designed and built all 3D art, for 1st real-time 3D game on a Sega Genesis |
Ultima Underworld I | PC | Looking Glass Studios | 1991 | Artist | I built all the actual 3D artwork in cooperation with the Artists painting wall textures, and helped programmers with export & integration issues. Highly acclaimed early 3D game |