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Games

Professional game development

Artificial Intelligence

I studied Artificial Intelligence in London, working on natural language understanding, route planning, and genetic algorithms. For my first professional work, I built video games using some of these techniques and eventually shared an open-source pathfinding implementation that was used widely in commercial games and even in robotics.

Graphics, Physics, and Optimization

From using the PlayStation 2 DMA Controller (DMAC) to add shirt numbers to NBA players in NBA Live 2001, to writing a shader compiler tool for the Xbox, I enjoyed working close to the hardware to deliver games that looked great without compromising the frame rate. I worked on cloth physics used to simulate basketball nets and Batman and Magneto's capes.

Gameplay and Animation

Animation and gameplay are closely related. Allow animation too much control over the player, and they lack that instant feedback and freedom that makes the player feel connected to the game. Focus too much on instant reaction, and the animations look jarring or unreal. That balance was hard to find, and using techniques such as dual-state machines, I found ways to implement the perfect balance.

Console & PC Games (19 Games, 17 Shipped)

Mobile Games (4 Shipped)