Welcome to my personal site! Here I hope to keep a record of as much of my work as reasonably possible.
2018+: Gyro Gaming, Flick Stick, Gyro Wiki
A modern console controller -- or at least, the standard controllers of the Sony PlayStation 4 and Nintendo Switch -- are capable of so much more than either players or developers realise.
On GyroWiki, developers can find tutorials on how to use these features much better than we even encounter in games that do embrace the gyro. Learn to use the gyro as a mouse, and then blow past the perceived limitations of aiming with a controller with flick stick.
See gyro aiming and flick stick in action with a DualShock 4 -- the PlayStation 4's standard controller -- playing against PC players. It's too early to say how far controls like these will go to leveling the playing field between console and PC players. But they significantly close the gap on response time, player agility, and directness of control.
When controls like these have been embraced by players and developers alike, we're going to look back at the PS4/Xbox One generation of consoles and be astonished that games treated PS4 controllers like they're just Xbox One controllers.
2013's KarBOOM, my first published game, is still available! 12-player local-multiplayer action.
Even Older Work for clients, contests, and community edification
Normal mapping with deferred shading and crepuscular rays -- unlimited light sources and occluders.
Other work I've completed (for various clients or for fun) includes water, atmospheric scattering, sub-surface scattering, cascaded shadow mapping, fire, HDRR and more. Here are some arbitrary dev shots -- in these cases, most art assets are just from the A7/A8 sample folder, since I only wanted to spend time on the shaders:
Water shader. (This was a noteworthy feature back then!)
Four shots from a skycube maker I made to show off atmospheric scattering.
Sub-Surface Scattering with normal mapping and specular highlights. The head is mine from when I was learning to use ZBrush.