Started programming professionally in 1990 when I was hired at Galacticomm to be a programmer/customer support rep for their The MajorBBS software.
In 1993 I got my first break into the game industry when I was hired at Capstone Software.
While there I made several hit games for the company including Corridor 7: Alien Invasion, William Shatner's Tekwar, Witchaven and Witchaven II.
Capstone folded in 1996 when their bid for an IPO failed.
Afterwards I went to work for Microprose in Hunt Valley Maryland.
I was hired as Lead Engineer for their first FPS game called Klingon Honor Guard.
We used the Unreal 1 game engine and we were the 2nd Unreal engine powered game to ship (1998) shortly after Unreal itself shipped.
After Microprose I had an opportunity to start-up my own game company along with a few other co-workers, the company was known as AWE Games.
We shipped a TON of titles to retail, so many that I can't even remember them all.
But there were some notable titles such as SpongeBob Operation Krabby Patty, Hot Wheels Mechanix Racing, Jimmy Neutron, Kids Next Door: Operation B.E.S.T., and many many more.
After 10 years we closed up shop and I found some temporary work at a nearby game company called Darkside Game Studios (2010-2014).
It was there that I shipped my first iPhone game and I started doing it as a hobby ever since.
In 2014 I joined Magic Leap to help them develop content for their custom Mixed Reality device.
I was promoted to the role of Lead Engineer and created some very compelling demos that we showed to investors.
In 2017 I left Magic Leap and moved to Boston where I joined a company and some really awesome people to help solve some real world problems with some of the latest VR/MR technologies.
Skills include C/C++/C#, Direct 3D, OpenGL, Unity
SEBHC classic computers
CAPSTONE software archive