This page contains some summary information on the various projects I've worked on over
the years. At the moment it's just a listing but in the future I'll flesh it out
with at least some detail on the more interesting ones.
1999-Current: Sony Computer Entertainment America R&D (what I can
- Developed single-pixel particle demonstration, covering physics based
particle motion, use of alpha blending and optimized rendering of this type
of particle using VU1 microcode on Playstation II
- Developed demonstration of high-speed texture loading (10 megabytes per
frame) and presented the technique at Playstation II developers conference
and several smaller gatherings.
- Developed application to do "zoom from orbit" going from a
full-earth weather satellite photo down to a 1 meter resolution image of San
Francisco in one continuous zoom. This included development of a new
(so far as I know) technique for mapping corrected or uncorrected satellite
photos onto a globe with a minimum of distortion.
- Research on the consumer ease-of-use, economic and technical issues
surrounding downloadable music and music subscription services.
- Early testing of a number of Playstation II code libraries in development.
- Participation in internal Sony groups dealing with networking and
interoperation of Sony products.
- Support of misc Sony developers.
- One Patent pending
1997-1999: NEC Electronics
- PowerVR evangelism/developer code-level technical support (provided support to
nearly 100 development teams)
- Sega Dreamcast evangelism/developer technical support (SOA Sega Of America)
- Next generation product technical review & market planning
- Booth setup/teardown and manning booths at Comdex, E3, CGDC, ECTS (London).
- Videologic technical liaison
- Microsoft (Direct X, Fahrenheit, Sega Dragon) technical liaison
- Sega Naomi technical liaison (SEU Sega Enterprises US / Gameworks)
- Open Arcade Architecture Forum (OAAF) representative
1990-1997: Virtual World Entertainment (Worldwide Location Based Entertainment
- Prototype hardware/software reliability improvement. Increased reliability, speed
and number of players in games to commercially viable levels.
- Second generation hardware/software/cockpit design (full custom 68020 and TI 34020
computer system and real-time operating system)
- Third generation (TESLA) hardware/software/cockpit design (PC/DOS based design using
mostly off the shelf parts)
- Major coding & design work on Battletech multiplayer LBE Game for second generation
- Major coding & design work on Red Planet multiplayer LBE Game for second generation
- Developed 2d moving-map "game replay" software
- Developed 3d camera management system for "wide world of sports" style
automated camera system used to watch games in progress or instant replay of games after
- Developed protocols and software for Sitelink which allowed multiplayer game play over
ISDN or Internet.
- Re-worked rendering software for second generation hardware (coded out of house) to
achieve a greater than 2X frame rate improvement.
- Co-Architect of Multi User Network Game Architecture (MUNGA) used in Third gen cockpits
- Primary Architect of MUNGA Observation-based rendering architecture
- Chief Software Engineer during projects to convert all the second generation game
software over to the third generation TESLA hardware
- Software & Hardware quality assurance testing
- On site setup for several LBE sites (California, Chicago)
- Network protocol development for multiplayer games
- Coded and debugged DOS based TCP/IP implementation
- Designed virtual camera system used to film the majority of the in-game video for VWE
pre-game instructional videos, marketing material and promotional tapes. Acted as
lead virtual camera operator during primary filming of pre-game videos.
- Worked with engineers from Division LTD to develop new visual effects on their
PixelPlanes based programmable rendering system.
- Developed techniques for monitoring operation of game software/systems in real-time
using logic analyzers. Later extended the techniques to a software based system for
off-line analysis of game system performance. Both systems were used to tune the
games to provide a reliable, steady framerate.
- Behind the scenes technical coordinator at several VWE media events, acted as
director/choreographer of the technical team manning the VWE hardware while these events
were being taped or shown on live TV. Also did pre-show sweep to insure none of the
VWE equipment interfered with the TV audio/video gear. These included MTV sports, a
VWE staged (by satellite) media event and a spot on Las Vegas local news.
- Worked on the "toaster" project for VWE and Hasbro, this was intended to
develop a home game console that used a head mounted display to play virtual reality
games. This included developing code for VWE's game contribution to the project, and
participating extensively in design reviews of the toaster hardware/software design with
the developers at Sarnoff Laboratories in New Jersey. This project was canceled by
Hasbro after about a year of development when it became clear that hardware was not going
to meet the minimum performance targets.
1988-1989: Digital Interface Systems
- Whirlpool washing machine basket coating line control/inventory system. Included
an automated counting system and design of an industrial terminal that could operate in an
abrasive dust environment.
- Oil refinery truck loading and inventory system
- Steelcase modular wall panel assembly line control system
- Random-store pull-through parts warehouse inventory and order picking system
- Man-machine interface system for IN/Tek steel mill
- Plate mill control system
- Blast furnace control system
- Design of NEMA qualified enclosures to place computers in hostile environments (factory
- System for automating a steel mill metallurgy lab.
- Managed effort to develop a reusable software engineering library, standardizing parts
of previous projects to be used in future designs.
1975-current: Consulting and Kangaroo Koncepts, Inc. (Most of these
projects between 1979 and 1990)
- Apple II VT-100 terminal emulation package for Crowe Chizek accounting firm.
- CP/M text editing system
- Experimental "Dungeons & Dragons" style maze games on early Z-80 computers
- Digital logic simulator (PLATO lesson to teach basic circut design for university of
- Procsy time sharing system training program (PLATO lesson for Purdue Pharmacy Dept)
- Plato multi-user on-line chat system
- Created several multiplayer test games on the PLATO system
- Beta tester for PLATO's first multiplayer team-based star-trek game (Empire)
- Consulted for Control Data on a project to make their PLATO computer aided education
system available on personal computers
- Consulted for McGraw-Hill in New York and Boston data centers during setup of the BIX
on-line system hardware and software.
- The Connection multi-user on-line system software, one of the first multi-user privately
owned BBS systems in the U.S.
- A-Maze-ing, to the best of my knowledge it was the first commercial multiplayer 3d first
person shooter game. It was available on General Electric's GEnie system during the
- Developed a prototype "smart terminal" system for the GEnie system that cached
menus locally on computers used to access the service. This greatly improved ease of
use and speed for 300-1200 baud modems in use at the time.
- Built multiplayer game rooms for GEnie that included chat rooms, score ladders and
support for Othello, Go-moku, checkers and chess.
- Developed first player matchmaking software used on GEnie to create game communities.
- Developed a simple music system that could be connected to a Plato terminal or CPM
machine to allow it to play music.
- Developed hardware and software to allow early CPM machines to control BSR X-10 home
1979-1982: Carleton Financial Computations
- Distributed microprocessor based cross-platform data editing system
- High-speed database sorting system
- Automated database proofreading and batch editing system
- Automated typesetting software library
Produced regular music programs on Purdue campus radio network.
Assisted in production of auctions at local public TV stations including technical
direction and camera operator.