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Game Experience History
My original intention in entering software was to become involved in entertainment software, more specifically games. Although the past few years I've worked in web technology I'm still very interested in games and in game development. Most of my friends in the software industry are with local game studios such as Relic, Radical, Rockstar Vancouver, Piranha and EAC. I game constantly still on the PC, with my PS2, my roommate's XBox and his Dreamcast.

Document samples - click here
See various screenshots of game art I completed for proof of concepts as well as level screenshots

Combat Mission scenario building - click here
Using Combat Mission as an example, I discuss my philosophy behind scenario building.

A Counter-Strike map - click here
Between Counter-Strike beta 5 and v. 1.1 I enjoyed playing around with Worldcraft. Here is a page describing one of my most ambitious maps, a 32 player monstrosity set in a Central American compound that never was.

Screenshots - click here
See various screenshots of game art I completed for proof of concepts as well as level screenshots

Level and map building for fun (2000 - present)
After Wonderfall I was hired by the web technology company and former game developer Destiny Media Technologies to be the primary designer and artist for their products and websites. For Destiny I wrote a pitch to be the developers of an add-on pack for the Sierra / Impressions Studios city-building game Pharaoh. You can tell I still love games because I designed Destiny's latest box to look like a game box. During this time I kept interested in games by exploring the mod and level-building community, especially the amount of free tools and open environments created for popular games. I've built in Worldcraft, QERadiant and modelled/skinned with Milkshape. I've made maps for Sid Meier's Civilization games, and made more than a dozen scenarios for the popular turn-based WWII strategy game "Combat Mission". I even got a nice email from Ken Levine from Irrational complimenting me on one Combat Mission scenario. During this time I've also discussed creating games with my many friends in the game industry, committing many of the ideas to paper.

Mission to Mars - Wonderfall Productions (1997-99)
At the end of my Malaysia effort I was contracted with Wonderfall Productions, a local house using Telefilm multimedia fund money to develop edutainment titles. I was contracted to design and create much of the art for a proof of concept based upon a Mars property. This became a POC called "Mission to Mars". We used an animation and AI engine called MotionFactory to develop demonstrations of the game experience. I generated the majority of literature, pitches and game design samples. Although it was shopped to many publishers by management it never went anywhere.

Malaysia game studio development (1997)
For a two year period I struggled with launching a video game development studio with proper financial backing and business structure. During that time I visited Malaysia (where I was born), met with members of small and large corporations, and was even paid for a consultancy with who would become our major backers. I had a trip to E3 sponsored. My vision was to combine a professional team of westerners with local students willing to learn (and provide cheap but enthusiastic labour). I picked my team of experienced developers and artists locally and had time to draft several designs for titles. Unfortunately, right after we secured our last backers the asian economic crisis deepened and ended that project. One of the highlights of this experience was meeting Peter Molyneux (Lionhead).

Cyberjack (1995)
I was hired right out of the Applied Information Technology Program to become a graphic artist in a "Myst" style adventure puzzle solving game for the Macintosh and PC called "Cyberjack". Even though I worked almost two years on it, the project was cancelled as the engine no longer was up to task. It did teach me useful skills that have helped me thoughout my career in software developed. I was thrown into 3D modelling on a Mac program called Infini-D. I also learned some rudimentary scripting with its inhouse engine and did a lot of Photoshopping. Since it was a very bare-bones managed project I eventually became heavily involved in writing and designing puzzles. The company was eventually bought up by a multimedia studio called Motion Works. At Motion Works I worked on pitches, contributed as a production artist to various of their lifestyle and motion picture licensed products and then became a 3D and effects artist for their film and TV department.

MUDding (1989-1992)
When I was in university there was no WWW, there was only text-based Internet. If you wanted to game on the internet, you had to be on a text-based game like one of many dozens of multi-user dungeons patterned on D&D or the Zork games. I played one constantly called FalconDiku (a DikuMUD). I played it so much one semester that I spent 30 days real time (1 month out of four month semester) building characters and eventually becoming a wizard and writing pages and pages of room descriptions. That semester I made the Dean's list. I'm still not sure how.

Permastruct instructions (1988)
As a teenager there was no better job than to be paid for playing games. This was when I was contracted to write hundreds of capsule game instructions for inclusion with rented Nintendo games at 7-11s around North America. The trouble with rented games is that the games may not come back with the instructions. The solution was to hire kids like me to play the games and encapsulate them into something that could fit in the back of the rental boxes. Eventually, I got very sick of playing every single crappy NES game that came out.