Seasoned game developer with 30 years of cross-platform, cross-discipline experience, including AAA titles, indie games, fullstack web dev, and more. Over 35 shipped titles during career, across generations of platforms (console, PC, Mac, mobile, and VR).
Comprehensive experience across every facet of game development, including 2D/3D art & animation, UI/UX, audio, design, game frameworks, systems engineering, and full-stack web development.
Experienced in designing, programming, and directing a project from concept to completion, balancing technical, creative, and production demands to deliver an enjoyable, engaging user experience.
Latest Projects Showcase
Clown Car Down (2025)
Frantic survival FPS in a demon-infested city (Unity)
Personal "1 month challenge" solo project
A stranded clown troupe must repair their broken-down car before it’s destroyed by bloodthirsty demons. As the player, you race through hostile streets collecting vital parts against the clock, while fellow clowns hold the defensive line.
Defined and implemented a distinctive "new-old-school" circus-themed UI and visual style.
Designed and built modular “Horde AI” framework to drive enemy movement and behavior.
Created a bespoke visual effects system for blood, explosions, and various damage impacts.
Developed a robust rogue-like upgrade system handled largely via Unity Scriptable Objects.
Implemented "LeanPool" pooling solution for efficient enemy spawning, projectiles, and death handling.
Extensively customised "NEO FPS" asset for handling character and weapon systems.
DEDHOL (TBD)
VR Card Based Dungeon Crawler (Unity VR)
Personal side project
The player is trapped in a rogue-like dungeon where classic stone catacombs twist into funhouse distortions. Using darkly enchanted cards, they battle bizarre creatures and fight to escape.
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Designed tarot-inspired cards and built a dynamic card rendering system that assigns art, values, and randomised wear (rips, scratches, etc.) to each card.
Developed a deck-handling framework that deals cards into various tarot-style layouts in front of the player, supporting VR grabbing, charging by dipping into a “mysterious fluid,” and throwing to attack enemies.
Trained a custom Stable Diffusion model on medieval etchings to generate distinctive, surreal card art with an absurd edge.
Engineered a “vortex” mechanic that magnetises thrown cards toward nearby enemies if their trajectory is close enough, or returns them to the player’s hand if they miss.
Implemented a dungeon crawler–style VR movement system enabling grid-based forward, backward, and lateral movement reminiscent of classic desktop dungeon crawlers.
Created a visual effects system managing particles, fire, and damage effects to enhance combat feedback and atmosphere.
Defined a distinctive dark-bright visual style for the camera, producing an otherworldly blacklight-inspired aesthetic.
Unannounced VR Game (2026)
(Unity VR/OpenXR and Desktop)
A project led by my partner; I contribute VR/Desktop-based systems and provide mentorship.
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Designed and built a grid-based map framework.
Implemented a randomizer system so the map is always different, unless a given seed is used to reproduce any given map layout.
Created a node architecture so every node on the map is chosen from a Scriptable Object-based Sequence asset using weighted random choices and other techniques.
Developed a visual effects base to give nodes a scanlining look, a "ping" effect when choosing nodes, etc.
Built a Scriptable Object-based color system in the Unity Inspector so artists can easily tweak colors of maps, etc. to their liking.
Developed a smooth, VR-based card hover system, with total ease of use in mind. Players can easily grab, place, and drop (automatically returns to hand) cards into place.
Created a physical VR-based slider system featuring incrementally spaced 'notches' and haptic events.
Designed a framework for VR-based physical controls to be easily converted to desktop style with simplicity.
Classic Games Showcase
90s Games
In the early 90s, I was doing 2D/3D art/audio in the Amiga Demo Scene (as piper flatline), so I had a "portfolio" ready to go without even realizing.
A colleague let me know that one of his friends was starting a game studio so I gave them a call. That's when I was hired as the first regular (non Art Director) artist at Tiburon (now Tiburon EA). It was a super tiny team, maybe 6 people to start. We got to develop for a bunch of classic consoles, and I created art and cinematics for "Madden NFL", the action-packed "Strike Series", and several other beloved games. It was awesome.
From there I went on to n-Space where I worked on "Duke Nukem - Time to Kill" and other fan-favorite games, and later I went to Boss Game Studios.
Working at Boss on their racing games was a total thrill, and I got to create the Tokyo and Las Vegas tracks for the popular "World Driver Championship" game for N64, and was promoted to Art Director on the now-rare Stunt Racer (N64). I transitioned out of that role early in devlopment to focus on preparing my own independent ventures.
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Created in-game art assets, UI, visual effects, and soundtrack music across multiple classic console projects.
Developed 2D/3D art and cinematics for titles including Madden NFL and the Strike series.
Produced 2D/3D art, UI elements, environment art, and cinematics for Duke Nukem: Time to Kill and other console releases.
Created original soundtrack for Bugriders : The Race of Kings with well-known game designer/composer Russell Lieblich.
Designed and built the Kyoto and Las Vegas tracks for World Driver Championship (N64), integrating performance-optimised geometry and texture streaming for large environments and special visual effects.
Directed and created opening cinematic and intro soundtrack for Boss Rally (PC).
Promoted to Art Director on Stunt Racer (N64) at Boss Game Studios, transitioning out during early development to pursue independent projects.
Titles:
John Madden Football '96, Super Nintendo / Genesis
John Madden Football '97, PS1 / Saturn
College Football '97, Super Nintendo (uncredited)
NHL Hockey '96, Super Nintendo / Genesis
Shaq vs. Legends, Genesis (unreleased)
Soviet Strike, Saturn
Future Strike, Super Nintendo / Genesis (unreleased)
MechWarrior 3050, Super Nintendoalso known as...
BattleTech: A Game of Armored Combat, Super Nintendo
BugRiders, The Race of Kings, Playstation / PC
BugRiders, The Race of Kings : Soundtrack (with Russell Lieblich)
Duke Nukem: Time to Kill, Playstation
Tigershark, Playstation/ PC (uncredited)
GT Interactive Logo Opening : Sound Effects/Score
World Driver Championship, Nintendo 64
Stunt Racer 3000, Nintendo 64
Boss Rally : Intro Cinematic and Audio Score, PC
Additional Credits
Project Wingman (2020)
Combat Flight Action Game (PC)
Terrain Textures
Provided a detailed set of 230+ CC-licensed terrain textures which were incorporated into the game’s environments, earning a special thanks credit.
Retro Gamer Magazine (2021, Issue #224)
Article Interview
Took part in an interview for an article for Retro Gamer Magazine.
The article, written by Stephen Wilds, is about when the game dev industry began moving from 2D into 3D in the 1990s, including experiences from the veteran artists and developers who helped make that transition.
Where do you go? (2018)
Sci-fi Music Video (Unity)
End-to-End personal project (Solo)
I perform music under various names, including "Jenna Fearon" for synthpop tracks. This is a song of mine which I created a video for in Unity.
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Wrote lyrics and arranged song using synthesizers and FL_Studio.
Conceptualized surreal "starship graveyard" idea for video.
Designed and built 3D scene in Unity with scripts for planet movement, camera control, etc.
Rendered to file using custom Unity camera recorder script and edited to final version in Adobe Premiere.
One day I was at Fred Meyer (Washington Superstore) and saw a flight simulator in the games section. It looked cool so I bought it, and then when I tried it, I decided to mod it. And that started me on the short-lived but enjoyable path of working on (sometimes award winning) things for simulators. Here are a few...
Fly! 2K & Fly! II (2000, 2001)
Flight simulators by Terminal Reality (Mac & Windows)
Fly! 2K: included my sky and weather app Sky!
Sky! was awarded the "MicroWings Flight Simmy Award" and the "FlightSim.com Developer's Award of Excellence"
Fly! II: Created detailed terrain scenery textures.
Fly! II: Contributed to technical design of whole-world terrain scenery framework.
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Sky Conductor 1 & 2 (2002)
Add-On for Microsoft Train Simulator (Windows)
End-to-End Development
Worked with former colleague from Boss Game Studios to design and program "Snack Machine", the backend that Sky! Conductor used as a framework.
Created framework for dynamically replacing skies and weather in Microsoft Train Simulator.
Integrated custom designed cloud and weather textures, easily changed in-game with a simple click.
Sky! Conductor is still being used today by MSTS players.
Route Control (2001)
Add-On for Microsoft Train Simulator (Windows)
End-to-End Development (Solo)
Created dynamic compression framework for MSTS routes.
Route Control is still being used today, over twenty years later, by players of the original game.
Art Showcase (Digital/Traditional)
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My Info
I've worked on over 35 titles and only listed some of them here. Please reach out if you have questions or want to connect. I’m active on LinkedIn and via email.