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Technical Skills

I have a solid technical background. When I learned to code in the early 80s, there was no Internet, no software engineering degree, and no library of books or tutorials; at best, all you had was a memory map and a sheet of mnemonics to memorize. I learned programming the hard way, by trial-and-error, and by doing. When time permits, I still toy around with some Assembly and robotics, and my passion will always be low-level coding.

Technical Experience:

  • ANSI / ISO ā€œCā€ (Vanilla C in various incarnations)
  • C++
  • Zilog Z80 (8-bit)
  • 6502 / 6510 (8-bit)
  • MC680x0 (8- / 16- / 32-bit) ( C & Assembly)
  • RISC ARM7 & RISC ARM9 (C & Assembly)
  • Intel 80×86 (C, C++ & Assembly)
  • TASM & MASM
  • DirectX & OpenGL
  • BASIC dialects
  • PASCAL (ISO) & Turbo PASCAL
  • Modula 2 & DataFlex / Oracle
  • Torque TGE / TGEA / TGB
  • Unity3D Engine
  • Unreal Engine
  • Vicious Engine
  • GameBryo Engine
  • Actimagine VX & MobiClip Codecs
  • BINK
  • HTML3 (by hand)
  • Blitz3D / BlitzMax / DarkBasic / PureBasic
  • SmartSVN / Tortoise SVN, Make / GNU-GCC
  • XBOX SDKs, Nintendo SDKs, PSN / Sony SDKs

As a Producer and Technical Producer, I have used Basecamp and various AxoSoft OnTime Sprint & Scrum Software solutions as SCRUM-master. My favorite coding environments are Microsoft Visual Studio and the (now) obsolete Metrowerks CodeWarrior Studio for PC and consoles.

Award-Winning Games Industry Veteran & Novelist