Hi,

This website serves as a showcase of the projects I have worked on, as well as an outlet for me to write about issues relating to game development and interactive entertainment in general.

If you’ve spent much time playing games online it’s funny that there is a good chance you have played one of my games. Some of the games I’ve written have been played by, literally, millions of people. That’s a crazy and awesome thought that keeps me going – even if the millions of people I’ve entertained don’t even know it was me that did it. It would be nice to have some fame, of course, but that’s not why I do this.

Through my game designs, I make experiences fun by concentrating on mechanics that provide the most entertainment possible and give audiences the subtle nuances that they enjoy and expect from each genre with a few surprises along the way.

I’ve coded and designed over 40 games in my career, both retail and browser-based. I have been *involved* with even more, taking the roles such as audio, game design, management and helping out with the programming etc. to get the job done.

During my time at Fuel Industries and Fuel Games (nearly 5 years), I had the pleasure of working on games with the worlds largest brands such as KelloggsLionsgateWrigleyMcDonalds and Jim Beam. I’ve worked as a programmer, game designer and manager on games for Real Arcade (Million Dollar Password), Microsoft (Tinkerand Windows 7 Touch Pack games Rebound and Blackboard), Hasbro (NetJet Mission Paintball) and SpinMaster(Swypeout).

In 2009, Fuel and I parted ways and I now work as a freelance game designer and programmer.

Most recently, I have completed work on a high profile skateboarding game for the iPhone/iPod called MikeV: Do or Die for skateboarding legend Mike Vallely as both a game co-designer and programmer. The game is due for launch at the end of January 2010.

On the development side, browser-based 3d projects are my chosen specialty despite the fact that I have been involved with Apple iPhone games, retail titles and downloads. I have extensive knowledge of Unity3D and Shockwave3D, my ‘weapons of choice’.

What completely blows my mind is this: For perhaps even just a second, my work has made literally millions of people feel good about something. Whether that was beating my AI cars, finding where I hid the treasure or solving that puzzle I stayed up all night to bug fix – they felt good and I’m proud to say it was my crazy ideas that did it. :)

Thanks for stopping by!

Jeff.