Projects
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
talk about)
- 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
<LBE> Centers)
- 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
hardware
- Major coding & design work on Red Planet multiplayer LBE Game for second generation
hardware
- 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
the fact.
- 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
& games
- 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
floor/steel mill)
- 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
Illinois)
- 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
mid 1980's.
- 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
control modules.
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
Other Projects
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.
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