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Over the years, Adam has worked on many projects, but has focused his efforts mainly on engine and tool design for games. He spent time running a successful tools production company as well as his own game programming website. Adam later teamed up with fellow faculty member Gary Simmons and developed the successful Mr.GameMaker.com website....
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Alex is an experienced professional tools and graphics developer currently working at a small game programming company in Scotland. Some of his previous game credits include Judge Dredd, Actua Soccer 2, Actua Tennis, Actua Soccer 3, F1 Championship: Season 2000....
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I am a former Special Education teacher for middle school & high school- I've been in sales now for about two and a half years. I have a bachelor of fine arts in creative writing & literature. I enjoy anything outdoors- kayaking, cycling, running, playing with my dogs- I'm also a writer, photographer, guitar player.
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Andre' LaMothe holds degrees in Mathematics, Computer Science and Electrical Engineering. He has been programming since 1977 when he started writing games on the TRS-80 at the local Radio Shack. He has worked in many fields of Computer Science and engineering. Highlights include the head of Graphics R&D at Software Publishing Corporation by 19, a NASA Artifical Intelligence....
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For over ten years, Brian has been teaching mathematics, science, and computer science to hundreds of students at a variety of levels including junior high school, high school, college, and adult continuing education programs. He has been programming since 1979, and is currently the Lead Programmer for ION Storm’s upcoming title Anachronox....
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Brian Hall is currently an Engine and AI Programmer at Midway Amusement Games, where he is working on advanced AI algorithms for an upcoming Action Adventure console title. He has also designed and written parametric airport generation software for SimAuthor, Inc, as well as a real-time CLOD terrain system using real world satellite imagery and elevation data....
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As a Program Manager for Microsoft, Brian worked on the design and management of Direct3D, DirectShow, and Direct3D Retained Mode. After years involved in the creation of DirectX, and of discussing and explaining DirectX to programmers at conferences and on bulletin boards, he left Microsoft in order to have time to actually use these technologies for his own nefarious purposes. Brian currently works as a freelance game programmer, consultant, and father in the Seattle area...
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Throughout his college and professional career, Bryan has managed to complement his formal training with a broad range of professional projects including GUI design, neural network programming, compression schemes, genetic programming, image processing, game design, and networking....
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Christian Bradley has been involved with PC, console, and online game development for the last twelve years as an
Environment Artist and Texture Artist. He has worked on over 35 commercial video game titles for various formats including PC, PS2,
XBOX and GBA. Before developing a freelance business of his own over seven years ago, Christian worked in-house at Interplay,
The Dreamers Guild Studios....
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Christin is Marketing Director at Muzzy Lane and also works as the executive director of the Newburyport Education Foundation, a nonprofit organization with the charter to raise private funds for the Newburyport Public Schools. As a former professor, Christin can empathize with teachers’ struggles to engage Digital Native students!
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Chuck began his career in electronics and computers in 1980. For thirteen years he served as an electronics technician on two submarines, a submarine tender and as an instructor in the US Navy. He earned his B.S. in Vocational Education Studies from Southern Illinois University in 1989. As a civilian he has worked as an electrical maintenance technician, controls engineer and instructor in the automotive manufacturing industry. For the past three years he has spent considerable time as a programming and electronics mentor for a F.I.R.S.T. Robotics Team...
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Coray Seifert is an associate producer and cinematic director at Kaos Studios, a THQ development house nestled in the heart of midtown Manhattan. In the past, Coray has developed games as a writer, designer, and director for companies such as Large Animal Games, Creo Ludus Entertainment, and the US Department of Defense. He is a coordinator of the New Jersey chapter of the International Game Developers Association and serves as a committee member for the IGDA's Game Writers Special Interest Group...
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David Anderson has been developing software since 1975 on a variety of platforms and languages and holds a degree in Computer Science from the University of Canterbury. As a Lecturer in Applied Computing for over 7 years he was responsible for course development and instruction from the introductory to the Masters level....
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David Asbell began programming at the tender age of 13 on a Timex Sinclair 1000 given to him by his grandfather where he immediately became hooked on computer games. After moving up to a Commodore 64 David quickly taught himself assembly and C while at the same time embracing games such as Bard’s Tale and the Ultima Series. David later enrolled in Drexel University where he earned a Bachelor of Science degree in computer science graduating as a member of the International Computer Science Honor Society, Upsilon Pi Epsilon...
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David Bourg performs computer simulations and develops analysis tools that measure such things as hovercraft performance and the effect of waves on the motion of ships and boats. He teaches at the University of New Orleans and has been professionally involved in game development for nearly ten years. David has written two game development books published by O'Reilly & Associates: "Physics for Game Developers" and "AI for Game Developers." David’s current research involves computational fluid dynamics and AI.
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Emmanuel Viale has been part of Accenture for 7 years, and has been a researcher at Accenture's Technology Labs for three years. His research work has been in the areas of Multimedia and Entertainment, Virtual & Augmented Reality, and Human Performance Enhancement...
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Frank Luna has been programming interactive 3D computer graphics for more than six years, and has been using DirectX since its fifth
iteration. He has over eight years of C++ programming experience, and has also programmed in Java, C#, and MATLAB. He has
worked as a contractor, with Hero Interactive, and on the open source Scorch 3D engine. In 2003 his book, Introduction to 3D Game Programming
with DirectX 9.0, was published and became a bestseller in its genre...
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In May 2000, Gary founded Mr.GameMaker.com, a site dedicated to helping game programmers (hobbyist and professional alike) learn cutting edge game programming techniques. Over the years Gary has published dozens of full-length game development tutorials. He has been teaching courses at the Game Institute for over four years and also serves in the management position of Chief Operations Officer....
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Jacobo Rodríguez Villar has been programming professionally in C/C++ for more than 8 years and has been writing OpenGL applications for more than 5 years. He has been using GLSL since its inception, when 3DLabs released the first chips that supported it. He now works full-time as a 3D graphics programmer. After working for a number of 3D graphics related shops and companies in Spain, Jacobo decided to start his own company, TyphoonLabs, launching the Shader Designer (for Windows and Linux O.S.) as his flagship product...
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John has been actively involved in the field of software development for more than 15 years. He's the author of several books, numerous articles, and various commercial and academic software packages. In 2001, he graduaded at the top of his class with a BS in Applied Mathematics from Montana State University-Billings, and currently does freelance software development in addition to his teaching responsibilities at GameInstitute.
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Josh Hintze graduated from Brigham Young University with a bachelors and masters degree in Electrical Engineering. His main research focus was Unmanned Aerial Vehicles where he helped create the worlds smallest fully functional autopilot (patent pending). Before graduating Josh took a research position at NASA Ames Research Center in Moffett Field, California...
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Maciej Matyka was born in Wroclaw, Poland. He study Computational
Physics at the University of Wroclaw (Theoretical Division of Physics and
Astronomy Department), where he has a scholarship for good study results. For eight
years, Maciej has been an active programmer on the Amiga and PC demo scene. His
general interest is in physically based modeling...
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Mickey began his professional programming career during the early 80’s designing and developing applications for local companies in his hometown of Placerville, California. After completing his service in the United States Navy, Mickey graduated from California State University at Dominguez Hills. He immediately began his games programming career at Konami where he worked on such games as Project Overkill, Broken Helix, and Lethal Enforcers....
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Nick deKanter is a founder of Muzzy Lane Software, a company with a strong vision of the teaching power of games. His work at Muzzy Lane includes listening to teachers and professors explain their teaching objectives and styles, and exploring how they can use technology to meet their goals. He holds a degree in Bilingual Education from Tufts University.
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Paul has been developing 3D graphics applications for over 15 years as a professional consultant and full-time programmer. During this time, he has worked in the gaming industry contributing to numerous titles including Apache Strike, RoboCop, Heavy Barrel, California Games II, and Monster Truck Madness II.
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Peter has worked professionally in the 3D graphics arena since 1983. He designed and developed 3D simulators for the F-15 and F-16 jet fighters, the Apache Helicopter, and various land-based armored vehicles. He has also spent years working with a number of technology companies designing user interfaces for corporate applications as well as games....
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Pravin Wagh started programming as a hobbyist on 8-bit Atari computers in the 80's and began his professional
game programming career writing games for the Sega Genesis. Since then, his career and published titles have spanned games for
PS1, N64, PS2, Xbox, GameCube and PSP, spanning a variety of game genres, with programming duties that ...
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I am an independant game developer and designer. I focus my expertise in the areas of designing without limitation and graphics programming using the OpenGL API.
I am currently working on two projects including an open-source game engine and a table-top card game. I co-coordinate the IGDA Indie-SIG and am a member of the IGDA Orlando chapter.
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Russell began programming in BASIC at the age of thirteen when he wrote his first computer game. Since then, he has worked primarily in C/C++ and more recently has taught himself C#. His current hobby consists of writing a new game development framework using C#/.NET and Managed DirectX.
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C++ Game Programming and Windows 95 Game Programming were published in 1995, co-authored with friend and long time Dr. Dobb's C columnist, Al Stevens. The next year, Stan followed this up with two successful solo books, Cutting-Edge Direct3D Programming, and High Performance Windows Graphics Programming. He went on to spend two years at Sierra Online working on game software....
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Steve Balzac is the president of 7 Steps Ahead, LLC, a consulting firm specializing in increasing individual, team, and organizational performance.
Steve has over twenty years of experience in the high tech industry in both engineering and management roles. He is the former Director of Operations for Silicon Genetics, in Redwood City, CA. He was responsible for managing and recruiting technical staff, mentoring, coordinating the activities of multiple departments in the company, and shipping their flagship product. Earlier in his career, he was the principal developer on Helix Systems’ ResearchStation....
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Steve Jones graduated from San Diego State University with a Bachelors degree in Mechanical Engineering. He has also received a Specialized Certificate in C/C++ Programming from the University of California, San Diego. He has been programming professionally for Hewlett-Packard from 1995 to 2008. During that time he has programmed various industrial hardware from Programmable logic controllers to x86 Industrial computers used for manufacturing control.
During the last two years of working with HP he programmed firmware for Multifunction Printers.
Steve is currently working as a Senior Software Developer for a defense industry company.
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Todd Gantzler is a writer, educator, and game artist. Todd worked as a 3D artist on such games such as Gex 3D, Cyberia, and Akuji the Heartless, work that included 3D models and textures, tiling textures, character animation and game design. Todd has taught and developed curricula for game development programs at various schools in San Francisco, England and New Zealand. He....
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Tyler is committed to improving the use of technology in schools and supporting 21st century learners. In his current role as a Game Developer at Muzzy Lane Software, Tyler develops video game concepts and designs, and creates support material for educators. Before coming to Muzzy Lane, Tyler spent several years researching and evaluating a number of public high school reform initiatives funded by the Bill & Melinda Gates Foundation....
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