Here’s a list of games that I’ve worked on, along with a bit of commentary on the things that I did on each:
- Star Trek: Bridge Commander – I worked on a lot of the general game systems, as well as the UI, visual effects, and tools. I also wound up working a fair bit with Python (the scripting language used for the game), which was kind of unusual back in 2000!
- Secret Weapons Over Normandy – I was one of the first pair of programmers on the project, and got the game up and running on the PC and PS2. I continued doing a lot of game systems work, some of the UI, along with the build process, memory and I/O optimizations on the game.
- Neverwinter Nights 2 – I architected and wrote almost all of the toolset code for the game, using the .NET framework. I also worked on some game systems changes (most notably to the conversation and scripting systems), UI, as well as extensive optimizations to the game.
- Mask of the Betrayer – I chipped in a bit on this expansion to NWN2 on the tools side (since I had written most of the toolset for NWN2), but at the time I was mainly working on what would become the Onyx engine, on the (eventually cancelled) Aliens RPG.
- The cancelled Aliens RPG — I worked on the Onyx engine, written from the ground up, which was to power this game. My work consisted of cross-platform I/O, memory, synchronization, and other core systems.
- Fallout: New Vegas – Towards the end of development, I pitched in and helped, working on I/O, asset, and asset packing optimizations, along with various other bugs and tasks. (Even if Ice Cube did tweet about the game and specifically call out the fact that the load times were slow, trust me…things definitely got better!) At the time, I was primarily working on Dungeon Siege III, so I referred to my time spent on F:NV as my “trip to Vegas”…
- Football Director DS – I did some contract work (general gameplay work, plus memory and other optimizations) for the lovely Four Door Lemon on this Nintendo DS game. My limited knowledge of English Premier League (and lower league) football is owed almost completely to this project.
- Dungeon Siege III – Back again at Obsidian, I did a lot of work on the Onyx tools for this game: the asset editor, the visual effects editor, the game launcher, and an elaborate multi-platform bug/crash reporting system, used extensively during the development process. There was some engine work thrown in as well — some work on visual effects, as well as multi-threading optimizations and extensive load-time/streaming optimizations. With regards to the bug reporting system I created, I take great pride in the fact that DS3 is a very clean, stable game by industry standards — the rapid feedback loop that this system created helped us produce a polished, stable product. Every review or message board post noting this just tickles me pink.
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