This section consists of projects that span a variety of research topics.
Note that several of these projects involved both hardware and software design and development.
For additional information related to specific tech components of these projects, please refer to the research category of this site.
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| | | | | | | Stereo Studio is a lightweight stereo pre-visualization tool that provides a high performance shader driven framework for decoding and encoding stereo content for all display types. In addition to its functionality as a stereo movie player, this tool also provides support for motion matching, floati...
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| | | | | | | Project Natal is my current project of focus at Microsoft. I cannot disclose any specifics of my work on the project, so let me simply direct you to a few locations with more information:
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| | | | | | | You've seen him on MadTV, FrankTV, and live in Las Vegas - now see Frank Caliendo on the iPhone/iTouch with your favorite characters. This is an app I created for Frank that portrays a number of his characters (him in costume, along with his voice) that respond to shake and tap motions of the device...
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| | | | | | | Xbox Game Room is an arcade emulation platform for the Xbox 360 and PC that embraces the look and feel of the classic coin-op arcade, and offers players a 'buy once, play anywhere' purchasing model. I assisted with the initial architecture design of this product.
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| | | | | | | Part of my responsibilities at Microsoft is to assist a developer by jumping in and working on a feature or section of code that they need to ship their product. While I cannot disclose the exact details of my work, I performed such assistance for Rockstar on Grand Theft Auto 4 in mid-2007.
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| Halo 3
Completed 2007
| | 41244
view(s) | | | | | | | | | Part of my responsibilities at Microsoft is to assist a developer by jumping in and working on a feature or section of code that they need to ship their product. While I cannot disclose the exact details of my work, I performed such assistance for Bungie on Halo 3 in mid-to-late 2007.
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| | | | | | | XNA Game Studio Express allows the amateur game developer to have a voice. This framework encompasses PC and Xbox side tools that allow users to create, publish, and share their own games with the community. I worked on this product briefly in 2007 as part of my role on the Xbox 360 graphics team.
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| Xbox 360
Completed 11-2005
| | 732723
view(s) | | | | | | | | | The Xbox 360 is a revolutionary new console by Microsoft. I began working on this console in mid 2004 as a member of the software graphics team. The Xbox 360 ushers in a new era of gaming fueled by high definition resolutions, wireless gamepads, and the next generation of the Live service. For more ...
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| | | | | | | Vision 2.0 is based upon my work with Vision 1.0 and adds several new features and fixes. It improves upon Vision 1.0's central messaging architecture, file format support and platform support. It also adds the following key features:
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| | | | | | | Savage is a game developed by S2 Games that I worked on during the summer of 2002. Set in a unique fantasy world eons from now where Humans and Beasts battle violently for their very existence. Savage transports PC gamers to the next level in multi-player gaming. Choose to fight on the side of HUMAN...
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| | | | | | | Project Vision is my third 3D engine developed over a period of eighteen months. Comprised of over 70,000 lines, the engine is built upon a strong foundation of file systems, virtual processors, memory managers, profilers, a custom hardware abstraction layer, math and physics libraries, graphics and...
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| | | | | | | Quake III level support was added to Vision a long time ago, but it was never used for anything. Now that I have found a practical use for these types of levels, I have reinstated the support. This release is a mini-port of Vision that is about 1/12th the size of the full engine. Although this is a ...
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| | | | | | | This is a ray tracer application written for one of my project courses at my university. It was designed and implemented over a period of eight weeks. It is fully portable, written with OpenGL and GLUT and contains the following features:
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| | | | | | | After receiving very positive feedback about the Vision Quake 3 viewer, I decided to try adding Doom 3 level support to Vision. This is the first rough cut of Doom 3 level support, and it has a long way to go, but I figured I would post some screenshots to demonstrate the progress.
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| | | | | | | Project X was my second 3D engine, featured in 2001 on Flipcode's Image of the Day forum (www.flipcode.com/iotd). It provided a testing ground through which a large variety of algorithms were created. The following is a partial list of it's features:
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