How to Optimize your Oculus Quest App with RenderDoc Tutorial Series

With this 4-part series I will share how you can easily start integrating RenderDoc into your workflow, the fundamentals, and a few of the more advanced topics that will enable you to leverage this helpful tool in the future.

OMSI - Animation Land Exhibit

Developed the software template for the animation land exhibit as well as 2 of the full exhibits.

Getting Started with the New Unity* Entity Component, C# Job System, and Burst Compiler Article (Intel)

An article I wrote with Unity's one and only Mike Geig in my closing days at Intel. I had been working with Mike on our GDC 2018 talk 'GDC 2018: Scaling CPU Experiences: Maximizing the Unity Job System on All Levels of Hardware' and we decided to take the material to give game developers a quick primer on how all these amazing new systems work and how to get started simply.

Optimizing VR Hit Game Space Pirate Trainer* to Perform on Intel® Integrated Graphics Article (Intel)

An article I wrote with Dirk Van Welden (CEO I-Illusions) and Seth Schneider (Intel GPA) in my closing days at Intel. I had been working with these two on our GDC 2018 talk 'Maximize Your Audience: Getting Space Pirate Trainer to Perform on Intel Integrated Graphics' and we decided to take the material to show how it's possible to take a VR game targeting the posted min-spec (~970 gtx) and make it run well on a 13 watt CPU / iGPU without sacrificing aesthetics and feel.

Chomps Tries to Fill the Void Within Him (Stumptown Luxury Clique Studios)

Programmer for new VR game set to ship April / May time frame.  The game is a cross between Katamari  Damacy + Pac-Man with a dash of nihilism and existential dread.  The game spawned from a game jam late 2017 and we've been putting some love into it to get it out there.  It's a huge hit at events.  Check out the trailer!

Oregon Museum of Science & Industry - Permafrost Ice Bubble Game (Freelance)

Collect enough ice bubbles to date the trapped gases (** cough ** this is not a dating sim).  The game is designed to teach kids the process that scientists use in the field in a fun interactive way!  Go check it out at OMSI now!!!!!

This project was commissioned by the Oregon Museum of Science & Industry.  I worked on it from March - November 2017.  The researcher characters were modeled and rigged by Neil Hilken.  All other assets used were obtained from the asset store or designed by OMSI / myself.  This game is part of the 'Under the Arctic: Digging Into Permafrost' exhibit currently at OMSI in Portland, OR and will remain there until April 2018.  After April, the exhibit with rotate to other museums across the US and Canada.

Show Show Lab: Immersive Story Telling - Comedians & Games (Freelance)

Created 5 crowd controlled mini-games to accompany comedy sets from Portland's favorite local comedians.  Videos will be posted after the events (First is December 8th at PNCA & last is February 2nd 2018 at the Alberta Rose Theater).  Event Description: The show will feature comedians performing standup followed by playing virtual reality games based on their jokes! There will also be audience crowd gaming on the big screen while Mechlo​ plays live chiptunes! It's gonna be a rad time and you won't want to miss the chance to see it all for free!

Show starts at 7pm, doors at 6-- come early to see an awesome Augmented Reality demo featuring previous Show Show art and play our new trading card game with AR features! It's gonna be bonkers, y'all.

Star Trek™: Bridge Crew CPU-Heavy Feature Project (Intel)

This was a joint project between Intel and Ubisoft's Redstorm Studio to add extra CPU-heavy features to the VR game Star Trek™: Bridge Crew.  The features are automatically enabled when running on PCs deemed capable on launch.  I was appointed the role of engineering lead on Intel's side for this project and saw the project through from conception to completion.  See the detailed article I wrote about the project below.

CPU Capability Tester (Intel)

The CPU Capability Tester is a sample I wrote for Intel starting late 2016.  The whole point of the sample is to query system information and categorize system capability as painlessly as possible.  The library provides a few key metrics to determine what kind of hardware you're working with at run time to enable you to easily enable / disable features based on that capability.  I've been maintaining it and adding sample usages over time.  The project includes a dll for easy integration into game engines, a sample native program that prints various CPU metrics / string / info, and a Unity sample script that enables CPU heavy features based on capability.  The code was published with one of the most open licenses available (MIT).  Check out the Github link below to try it for yourself!

GUT (Personal Project)

GUT is a game that aims to teach the importance of gut health in a gruesome and brutal way.  The story follows the journey of an unnamed bacterium that must slow the growth of wild negative cultures and increase levels of healthy bacteria that become allies.  You accomplish this in your host by helping to remove sugar cravings, inspire ingestion of more fiber, and sheer ultra-violence against the invaders.  I am intending gameplay to be a mix between Castlevania and Pikmin.  This is intended to be an extremely long term project with entirely hand-drawn stippled creatures and environments.  I will be twitching and logging my development throughout the project.  Please stay tuned and follow for updates!

Unity Optimization Guide for x86 Platforms (Intel)

An optimization guide I wrote for Unity development on x86 platforms.  The guide covers the use of a few analysis tools & provides advice on various optimizations listed on the project page.  I've also included a few optimization videos I recorded to accompany the guide.

Hot Cuppa Joe (Freelance)

Help Joe Cuppa save his friends with his sick burns! Team of 5. Hot Cuppa Joe placed in the top 16 entries for the Cartoon Network Game Jam. All screenshots above are from builds of Hot Cuppa Joe during development, and were shared in blogs and social media while the game was in production. Hot Cuppa Joe is currently unavailable for download, but will be made available on Cartoon Network’s website in 2017.

Palinopsia (GGJ 2017)

Help Mirrorheim unlock the secrets of the undead in the lands of the Ether!  Palinopsia is a puzzle game filled with mirrors, explosions, and skeletons! You will control various interactables to direct a light beam around each level. Use this beam to unlock secrets and solve unique puzzles. But be careful! One wrong twist of this light beam could be your undoing. When greenlit, this game will be released for Early Access, receiving updates as we build out the final version of the game.

Ghost Heck (Train Jam 2017)

Guide your ghost through purgatory and avoid being sent to GHOST HECK!

This year's Train Jam theme was 'Unexpected Anticipation', so we thought we'd go with a red light / greenlight sort of style. Ghost Heck is a classic platformer with a twist. There is an evil eye in slumber that occasionally wakes and looks for moving ghosts. When the eye opens, you must be sure to not move or you will surely perish in ghost heck. It's important to track enemy movements to anticipate not being in their path when the eye is open.

Harvest or Die! (Train Jam 2016)

Grow enough food or the village dies.  This was the first Train Jam I had ever attended.  I met Desiree at the breakfast mixer before the jam started.  We immediately vibed and thought of an idea.  Grab a build and try it for yourself!

Troll Killer VR (Intel)

A game I built where you must destroy a troll using the Leap Motion + Oculus VR head set.  Use your left hand to activate the force field which destroys the Troll's heat seeking missiles.  Use your right hand to activate gaze tracked missiles (can also be used to destroy enemy missiles).  Objective of the game is to kill the troll and cause a sweet explosion.

OpenGL ES 3.0 Instanced Rendering Sample Program and Article (Intel)

Sample code and technical article showcasing the benefits of using instanced rendering in OpenGLES 3.0 applications.


Summary: By batch-rendering multiple versions of the same mesh, instanced rendering can help developers using OpenGL* ES 3.0 and later dramatically improve performance and resource efficiency.

OpenGL* ES 3.0 Precompiled Shaders Sample Program and Article (Intel)

Sample and technical article showcasing the benefits of precompiling shaders in mobile apps using OpenGL ES 3.0 or later.


Summary: Programmatically compiling all shaders the first time an application is run and saving the binaries for reuse can significantly reduce load times for games in subsequent runs.

The Land Forgotten (Freelance)

A professor Layton-like puzzle game.  Programmed logic for the key puzzle for my friend Daria.

Sleepwalker (Summer Slow Jam 2015)

You must guide Vincent through the valley of nightmares using the Leap Motion.  Use your left hand with the Leap to knock away obstacles and kill enemies, while your right hand controls Vincent's movement.  This is a timing game similar to crash Bandicoot, but with this weird Leap addition.  Created for the PIGSquad 2015 Summer Slow Jam.

Elemental Educational App (Freelance)

A periodic table study aid app to learn how to design a UI in a world where device fragmentation will only get worse.  Very simple, but it works!

Space Pirate Limbo (Summer Slow Jam 2015)

Submission for one of the Summer Slow Jam events hosted by Portland Indie Game Squad in 2015.  This is a VR game built with Unity that allows the user to shoot guided missiles which follow a cursor projected via gaze tracking.  The game was built on Unity.

Out of Options (Summer Slow Jam 2015)

Multiplayer story driven game akin to "Dog Day Afternoon" with one player controlling the hostage negotiator and the other controlling the bank robber. The game wraps a decision tree which can produce multiple different endings depending on how you play your cards.

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